I am a highly skilled game developer with 6 years of Unity and 3 years of Unreal Engine experience, primarily through personal and student projects. Specializing in programming languages such as Python, C#, and C++. Proficient in creating custom game engines from scratch using C++ DirectX11, and adept at facilitating communication between various software platforms. Demonstrated expertise in Maya and Unity plugin development, shader writing, particle creation, and VFX. Strong understanding of 3D modeling and animation production pipelines, reinforced by a solid grasp of color theory.
As a Swedish citizen, I am comfortably prepared for potential relocation within Sweden, if required.
Languages
Swedish
Mandarin
Cantonese
English
Skills
DirectX
C++
OpenMaya C++ API
C#
Python
PyMEL
MEL
MEL
Softwares
Unity
Unreal Engine
Maya
Zbrush
Photoshop
3D Coat
Substance Painter
Experiences
Stranded Engineers (Student project) (winner of Creative Coast GCC 2023)
2022.08.29 - 2022.12.12
Using C++ and DirectX11:
• Created skeletal animation system and forward kinematic.
• Normal map shader.
• Created fbx mesh importer using Assimp.
• Developed GPU particle systems with Compute shaders for various effects.
• Created highlighting, trail and atmospheric visual effects.
• Created shader for Blinn Phong lighting.
• Used Poisson sampling to achieve soft shadows.
• Dynamic subdivision and smoothing of meshes using geomery shaders.
Using DirectX tool kit:
• Created game UI system, render interface and text.
• Add Xbox controller support.
UI interface design and production using Photoshop and Affinty photo.
Used Maya's human IK and Mixamo to create skeletal animations.
Used Substance Painter to create textures for meshes.
The Lair (Student Project)
2022.04.07 - 2022.06.03
Using C++ and DirectX11:
• Created shader for Phong lighting.
• Utilized Compute shaders for GPU-based particle, halo, and collision effects.
• Optimized deferred rendering by reducing GPU texture, format, size and usage.
• Employed FBX SDK to convert FBX mesh data into custom binary format.
• Created Resource management system.
• Designed a dungeon random generation system.
• Used DirectX tool kit to create game UI system, render interface and text.
Educations
Bachelor Of Technical Artist for Games at Blekinge Institute of Technology
2020 sep - 2023 jun
Karlskrona, Sweden
2D Concept and material shading courses.
3D Modelling, Sculpting, Rendering and Animation classes.
Construct Maya plugins and tools, using MEL,PyMel and Maya C++ API.
3D programing, custom graphics engine and optimize technique.
Simulated studio environment for developing games.
Arts Programme at LBS Kreativa Gymnasiet
2013 sep - 2017 jun
Motala, Sweden
Game design, Art theory, Animation.