
Game Art
Turn a sphere into a character in Blender, add rig and pose it in Maya. A splash of texture later, and ta-da—Meet my 3D fellow!

Abort
"Abort" is an innovative 3D first-person horror game. Based on the struggles of women in Eastern Asia, it aims to create an unforgettable journey.
Duration
Title
Responsibilities
Key Achievements
Oct 2023 - Present
Dual-X Studio Game
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Art Direction: Established the core art style for the award-winning game "Abort."
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Team Leadership: Led a team of 21 artists within a 44-member development team; Oganized weekly meeting for artists.
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Production Oversight: Handled task planning, feedback, and quality control for all art assets.
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Asset Delivery: Ensured all 3D assets were optimized and ready for implementation in Unity.
Won Silver MUSE Creative Award and got 21K+ likes and 2,600+ followers

Myth of Lumi
Myth of Lumi is a physics-based 3D turf war game where players duel as magicians in card-throwing showdowns. Collect mystical creatures (Lumi) inside your cards to aid in battle.
Duration
Title
Responsibilities
Key Achievements
Nov 2024- May 2025
USC Advanced Group Project
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Skill VFX: Led skill VFX development for a 32-person team using Unity's Particle System.
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Visual Optimization: Collaborated with engineers to optimize the rendering pipeline, implement post-processing effects, enhanced the game's overall visual quality.
Won Honorable Mention at the Independent Games Festival and a Gold Prize at the Tencent Game Awards 2025.

What the Moon Brings
“What the Moon Brings?" is a 2D high-octane shooting game developed in Unity. Engage in intense cosmic warfare, where you control over two planets, manipulating gravitational fields to confront the formidable Monster Planet menacing the galaxy.
Duration
Title
Responsibilities
Key Achievements
Nov 2023
MEGA 48 hrs GameJam
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Art Direction: Established and directed the game's visual style, ensuring a cohesive look.
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Assets Creation: Produced key 2D assets, including planets, backgrounds, and frame animations.
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Collaboration: Maintained integration with other teams for a unified experience.
Won the Best OVERALL award.

TONE
"TONE" explores love and grief in a stark black-and-white world, using the silent poetry of body language to tell its story.
Duration
Title
Responsibilities
Nov 2024 - June 2025
USC Advanved Group Project
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Technial Artist: developed shader systems for dynamic screen reveals, engineered level streaming to transition from preview to gameplay, and implemented selective screen transparency effects in Unreal
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UI/UX: Developed the technical logic and interactive design for the game's start page
1. Butterfly Particle Reveal in Half-Screen Transparency

1. Half-Screen Transparency & Reveal System
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Built a customizable screen effect that makes specific areas (like UI or world spaces) transparent or hidden.
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Created a specialized material (M_PP_Tone_BlackAndWhite) and exposed its parameters for real-time adjustment in-game.
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This material blueprint exposes its parameters, like ReverseValue.
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The screen position for the post-processing effect is sampled directly from UV coordinates.
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Developed a Blueprint (BP_BlackWhiteInverse) to integrate the effect into the game's post-processing pipeline.
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BlackWhiteTonePPM is used to call a material instance (already set up in the ConstructionScript).
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It converts material parameters.
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Control value with MConstruction Script within Post Processing Blueprint.
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Acts as a complete post-processing effect system that executes automatically when the blueprint is placed in the scene or when its properties are modified.
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Dynamically toggles the black-and-white inversion effect using an Enable variable.
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Allows real-time adjustment of the effect's intensity by modifying the InverseValue parameter.
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Integrates the effect seamlessly into the game's post-processing render pipeline.
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M_PP_Tone_BlackAndWhite

BP_BlackWhiteInverse (Post Processing BP)

Construction Script (in BP_ToneFather)
2. Interactive Butterfly Particle System
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Designed a Niagara particle system (FatherLeaking) to create a dynamic butterfly effect.
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Programmed the system so the butterflies disappear or become visible only within the designated transparent screen areas.
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Connected the particle behavior to the same material parameters controlling the screen reveal for a unified visual experience.
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Inspector Workflow
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The Inverse Value parameter in the Inspector controls the region visibility of the parent material.
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Material instances are adjusted in the Defaults section, not within the base Material editor, as the Material itself is being updated in real-time.
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FatherLeaking(Niagara)

NS_NiagaraScript(Niagara Script)
Inspector

2. Animated Region Preview Start Screen

1. UI Blueprint Setup (WBP_StreamLevelSelect)
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Created button widgets that trigger the preview-to-level transition on click.
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Buttons fetch the correct level camera from the central Game Instance.
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Designed an animation system using Timer Handles to control the transition duration.

WBP_StreamLevelSelect

WBP_StreamLevelSelect
2. Material-Driven Visuals
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Built a dynamic material that displays the real-time render of the target level (using Render Texture).
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The animation is visually driven by modifying this material’s parameters (like ExpandDur), making a circular mask grow from the button's location to fill the screen.

M_RT_HospitalEntryPreview
3. Seamless Level Streaming & Camera Management
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On animation completion, the system triggers PreviewToRealLevel.
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This event hides the UI and seamlessly streams in game level.
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The camera smoothly transitions from the UI preview position to the player's starting position in the new level, managed by the persistent BP_ToneGameInstance.

ExpandLevelPreview
4. Central Game Coordination BP_ToneGameInstance
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This master blueprint handles all transitions, maintains state, and coordinates between UI actions, camera swaps, and level loading for a seamless player experience.
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Accepts a level reference input
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"Visible After Load" and "Should Block on Load" options enabled.
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After a 1second delay, the system fetches all actors in the scene tagged with HospitalEntryTag.
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It checks if a valid actor is found using a Length function.
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BP_ToneGameInstance
3. UIUX Design & Logic













Discriminative Touch
“Discriminative Touch” is a 2D visual novel game developed in Unity. Being deprived of vision and forced on heightening your senses of touch, hearing, smell, and taste, do you perceive the world in a whole new way?
Duration
Title
Responsibilities
July 2023
CiGA Game Jam
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2D Creation: create various environmental assets, props, and inventory UI components.

Bunker Hill
The Bunker Hill Refrain project stands as a remarkable digital heritage initiative that brings to life the historic Los Angeles neighborhood as it existed in the late 1930s and early 1940s.
Duration
Title
Responsibilities
Sep 2024 - Present
USC Libraries - Ahmanson Lab
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3D Assets Creation: Worked directly with the Ahmanson Lab to translate historical 2D references into accurate 3D models in XR game.



Bugnauts!
Embark on a 3D projectile action adventure in Bugnauts! Swing your net to battle giant bugs and save your island home from an evil resort tycoon. Fight, collect, and explore in this action-packed game for all ages.
Duration
Title
Responsibilities
Sep 2023 - June 2024
USC Advanced Group Project
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3D Creation: Specialized in high-quality modeling and texturing using Blender.
Engagement: Provided feedback during weekly art meetings to improve art style and concept art.






































































