A Unity tool scripted with C# for procedural and modular building generation. In collaboration with a fellow designer, I identified a need for an efficient and flexible way to generate buildings within the game’s environment. This toolset can create buildings based on 3D assets of walls, windows, doors, and roofs on a room-by-room basis. With customizable parameters such as the randomness and ratio of the spawn rate of the assets, this Lego-like system enables easy and efficient building creation.
A "beautiful corner" modeled in Blender and implemented with Unity HDRP. I designed and modeled the scene based on real-life photos, integrating custom shaders, scripted dynamic day/night cycle, and its corresponding custom particle VFX. I also integrated audio interactions based on mouse events, creating a comprehensive and immersive experience for the viewer.
A 3D horror scene inspired by "The Shining," and created using Blender. As the sole creator, I modeled the environment assets, applied textures with custom shader nodes, designed the VFX, and animated the water surface, floating item, lighting, and camera dynamics, all culminating in an eerily captivating experience imbued with a sinister ambiance.
This project highlighted my skills in creating soft-surface human characters. I started with 2D concept art in Photoshop, then modeled the character in Blender with mixed methods of digital sculpting and box modeling. I rigged & animated a run cycle for the character, and textured the character via substance painter. I also made different stylized shaders for blender and unity.
This project demonstrated my skill in hard-surface prop art through the creation of a loot box inspired by a Yu-Gi-Oh trading card. Starting from a single 2D reference image, I fleshed out the design, modeled, UV-mapped, textured, rigged, and animated a character's run cycle using Maya's suite of tools. The final output is a retopologized model with high-resolution details baked into it.
"The Chromatic Conundrum" is a team project. I was responsible for the 3D art of this tower defense game including the base, three types of towers, and two types of enemy creeps. To enhance efficiency during the modeling phase, I employed various procedural techniques such as random surface extrusions, and geometry-nodes-based generation. Furthermore, I developed scripts for the game's post-processing effects to reflect game's status.
In the team project "Galactic," I demonstrated my role as a technical artist in the development of a 2D pixel game in Unity. Collaborating with two talented artists, I post-processed their original sprite artwork and applied pixel shaders, offering a range of styles for the team to choose from. By adjusting parameters such as dithering, inline/outline, and indexation, I successfully unified the art style and enhanced the visual and color separation between player and non-player sprites, ensuring a cohesive and visually distinct experience.
Disclaimer: This is a demonstration of my experience in pixel shaders. I do not own the copyright for the original artwork. All rights belong to their respective owners (i.e., Ye Tang and Serina). No copyright infringement is intended.
The development of the missile trail effect underwent three stages of refinement. Initially, the homing missile simply charged directly towards the player's position upon launch. Subsequently, I incorporated a basic linear prediction to simulate a more realistic homing effect. In the final stage, I enhanced the missile's maneuverability with a Bezier curve and implemented the blast VFX.
This program involves implementing a bidirectional A* search algorithm to find paths in navmeshes created from user-provided images. The program builds navmeshes from images and uses a given Python template for the pathfinding function. Source and destination points are defined interactively through a provided Python program.
Paying tribute to the anime series Mobile Suit Gundam, this animation clip reimagines the iconic docking scene from Gundam ZZ using simple shape meshes. Created entirely without scripted animation, the clip showcases my abilities in camera movement, instantaneous object transformation, and the overall integration of Unity's animation features.
This blender template is a procedural city-building generation demo I made with assets from the kit-bash in blender. Based on custom geometry nodes, there could be buildings varied in sizes, numbers, and transforms spawning at different positions of a plane. This technique could be applied in a wide spectrum of areas such as concepting and optimized procedural terrain generator.