My passion is in creating beautiful scenes and artwork that have cinematic composition and storytelling, I always learning better ways to improve my skillsets to maintain AAA standard in creating game environment.
I have more than 18 years of experience in creating environment levels for AAA console games and PC online MMORPG. I have 7 shipped titles across different platforms, a TV animated series, a feature film, various CG movies and trailers. I had hands-on and led many projects in my career, including lead environment and art directing.
I specialized in creating open world environment levels with Unreal Engine 4, terrain scene creation, procedural art asset management, technical game art workflow and pipeline, PBR shader creation, lighting and rendering. Besides that, I also provide art direction, Scrum agile project management, team management of more than 20 people, game asset outsourcing management, 3D concepting, and training AAA game developments.
Here are some of my credited works:
- Otherland the MMORPG (PC)
- Colin Mcrae Dirt (PC, Xbox360, PS3)
- 5 published Japanese AAA game titles for PS3, PS2, Xbox, GameCube, Nintendo DS, Wii platforms.
- Tripping the Rift: Season One (Produced by CinéGroupe)
- Seed of Darkness (Produced by Columbia TriStar)
Software competencies:
- Unreal Engine, Substance Designer and Painter, Zbrush, Marmoset, Maya, 3Ds Max, Houdini, Quixels, Unity, Perforce.
The School of Media, Arts and Design, Specialization in Game Art and Animation:
• Main role is teaching technical game art workflow, pipeline and level design on game art and animation development.
• Second role is Unreal Engine instructor in research and development on real-time graphics content creation with UE4 and UE 5 for games, animation, films, and virtual production for client projects.
• Module coordinator and specialization management team for specialization in game art and animation.
I provide lessons in:
• Technical game art workflow and pipeline - 3D procedural modelling, modular asset creation, high-poly to low-poly workflow, texture atlas and PBR texturing.
• Level art, game development and node-based visual programming - PBR shaders in Substance Designer, shader graph, BSP and Blueprints in Unreal Engine
• Software - Substance Designer and Painter, ZBrush, Maya, 3Ds Max, Marmoset, and Quixel.
The School of Design, Diploma of Games Design and Development:
• Main role is teaching technical game art workflow, pipeline and level design on game design and development.
• Second role is Art directing and project managing PC, mobile and VR / AR games with Unreal Engine and Unity.
• Module coordinator and course management team for diploma in games design and development.
I provide lessons in:
• Technical game art workflow and pipeline.
• Level art, game development and node-based visual programming.
• Substance Designer and Painter, ZBrush, Maya, 3Ds Max, Marmoset, Houdini and Quixel.
• Scrum agile project management for game development and interactive media projects.
I also coordinated some industry partners with institution's side collaboration projects:
• "Assassin Creed Origin”, "Assassin Creed Syndicate", "Tom Clancy's Ghost Recon Phantoms", Game Start Asia and Anime Festival Asia events, etc.
Responsibilities:
• Environment lead for next-gen online game development.
• Work tasks involve 3D open world environment levels planning and creation such as sci-fi theme and medieval theme worlds, different theme quests interior maps and game art asset creations.
• Creating and managing large open world 3D terrain maps and procedural asset placement of vegetation and foliage props with Unreal Engine Editor.
• Develop the environment level creation production pipeline and resource planning on modular assets and shaders creation with Unreal Engine.
• Maintain daily communication and coordination between environment art team with game design and programming departments.
• Maintain visual quality control, technical art support and file version management with environment art team and outsourcing partners.
Involved in the " Otherland “the MMORPG (PC):
• An immersive MMO based on a novel by best-selling author Tad Williams. This game consists of massive open world levels that have sci-fi cyberpunk, medieval and fantasy art style
Responsibilities:
• Art directing of video and movie productions, photography shoots, events video shoots, CG movies on digital walkthroughs and commercial projects, producing creative contents for TV programs series, generate creative ideas, concept arts and storyboard for production projects.
• Managing teams of more than 20 people consists of CG artists, animators, editors, cinematographer, lighting artist and production crews.
• Develop the CG production pipeline for film and CG movies.
• Maintaining client relationship on production projects.
Art directed the "Seed of Darkness" the horror feature film:
• Art directed the film color grading post-production effects and created the production concept designs.
Responsibilities:
• Modelling artist and texture artist for PS3 video game models.
Involved in the "Colin McRae's Dirt" (PC, Xbox360, PS3):
• A realistic racing video game developed and published by CodeMasters for Microsoft Windows, Xbox 360 and PlayStation 3.
Responsibilities:
• Modelling artist, lighting artist, character animator and effects artist for outsourcing in-game projects and CG cinematic movies for Japanese AAA games title for the Sony PlayStation 2, Nintendo GameCube, Nintendo Wii, Nintendo DS, Microsoft Xbox 360 platforms, and short CG movies.
Responsibilities:
• 3D animator, digital layout artist and lighting artist.
Involved in the " Tripping the Rift " season one of the TV animated series:
• Comedy animation series for Cinegroupe (Canada Animation Studio). A project by Film Roman.