Technical Artist specializing inreal-time rendering, shaderdevelopment, and enginearchitecture. Bridges art andengineering through efficient toolcreation and stylized renderingsystems. Experienced in Unity andC++/DirectX graphics programmingwith focus on optimization andcreative problem-solving.
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
HLSL

Softwares
Unity
Unreal Engine
Maya
Zbrush
Photoshop
Substance Painter

Experiences
Technical Artist - Kavalri Games - Equestrian Mobile Project
2023 Agu - 2026 Jan
• Designed a dual-pass stylized hair shader with fulllighting support, enabling artists to flexibly adjusttone, gradient, highlight width, and surface noisedirectly in materials.
• Co-developed with designers a highly customizedDecal-based procedural pattern system, inspired byreal-world horse genetics, generating decals andbaking them into optimized textures for mobileruntime.
• Built Unity editor tools for pattern preview andtexture baking, improving artist iteration speed andreducing resource size.
• Created a mask-merging utility and optimized UIrendering to improve memory efficiency on low-enddevices.
• Supported stylized mobile VFX production, andenvironmental interactions designed for real-timeuse on mobile hardware.
Game Developer - Kavalri Games - Unreleased Projects
2024 - 2025
• Developed a modular animation and skeletalsystem for dynamic mount customization withprocedural bone retargeting.
• Built scene baking tools improving low-end deviceperformance.
• Implemented in-app purchases with secure servervalidation.
• Extended Unity’s pipeline to supportpost-processing and shader effects on UI elements.
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.