About
Portfolio
Projects
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.
icon

Languages

Swedish
Mandarin
Cantonese
English
icon

Skills

DirectX
C++
OpenMaya C++ API
C#
Python
PyMEL
MEL
HLSL
Kotlin
icon

Softwares

Unity
Unreal Engine
Maya
Zbrush
Photoshop
Substance Painter
Android Studio
icon

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.
icon

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.

Real-Time Maya Scene Viewer Using Maya C++ API

This plug-in uses Circular Buffer, Maya Callback and Shared Memory technologies to transfer Maya scenes and render them in real-time in Gameplay3D.
github.com/nightcorelv/Maya_Viewer

Animation Transfer Maya Plug-in using PyMEL

Animation transfer Maya plugin in PyMEL, supports transferring whole skeleton or individual part.
github.com/nightcorelv/Animation_Transfer_Maya_Plug-in_using_PyMEL

Custom OBJ exporter Maya Plug-in using PyMEL

Custom maya OBJ export plugin with global and local space support, using PyMEL.
github.com/nightcorelv/Custom_OBJ_exporter_Maya_Plug-in_using_PyMEL

Bounding Box Maya Plug-in using MEL

Model Bounding Box Generator using MEL, support AABB, OBB and Sphere bounding boxes.
github.com/nightcorelv/Bounding_Box_Maya_Plug-in_using_MEL

Action Based State Machine For Unity

This project is still under development and it is an Action-based state machine.
github.com/nightcorelv/Action_Based_State_Machine_For_Unity

Dynamic Snow Material For Unreal Engine 5

Adjustable Unreal Engine 5 dynamic snow material, with support for falloff, intensity and hardness.
github.com/nightcorelv/Dynamic_Snow_and_Lava_Material

Lava Overlay Material For Unreal Engine 5

Simple adjustable lava overlay material for Unreal Engine 5.
github.com/nightcorelv/Dynamic_Snow_and_Lava_Material

Dissolve effect for Unreal Engine 5

Simple adjustable Dissolve effect overlay material for Unreal Engine 5.
github.com/nightcorelv/Dynamic_Snow_and_Lava_Material

Ice material for Unreal Engine 5

Simple adjustable Ice material for Unreal Engine 5.
github.com/nightcorelv/Dynamic_Snow_and_Lava_Material

Stranded Engineers (Student project)
(winner of Creative Coast GCC 2023)

Stranded Engineers is a team based online multiplayer party game. Produced in the BTH "Large Game Project" course using a self-developed game engine based on DirectX11.
github.com/nightcorelv/Stranded_Engineers

Itsy Bitsy Race (Unity Project)

Unity racing game demo, with three vehicles for players to choose, including mini-maps and speedometer and other HUD.
github.com/nightcorelv/Itsy-Bitsy_Race_Unity_project

The Lair (Student project)

The Lair - A third person dungeon crawler game with a randomized map. Produced in the BTH "Small Game Project" course using a self-developed game engine based on DirectX11.
github.com/nightcorelv/The_Lair

Sea Pirates(Student Project)

Sailing Game, LBS game awards 2016 winners for Best Design and Best Graphics
image