top of page

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

  • Art Direction: Established the core art style for the award-winning game "Abort."

  • Team Leadership: Led a team of 21 artists within a 44-member development team; Oganized weekly meeting for artists.

  • Production Oversight: Handled task planning, feedback, and quality control for all art assets.

  • 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

  • Skill VFX: Led skill VFX development for a 32-person team using Unity's Particle System.

  • 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

  • Art Direction: Established and directed the game's visual style, ensuring a cohesive look.

  • Assets Creation: Produced key 2D assets, including planets, backgrounds, and frame animations.

  • 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​​​

  • 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

  • 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

  • Built a customizable screen effect that makes specific areas (like UI or world spaces) transparent or hidden.

  • Created a specialized material (M_PP_Tone_BlackAndWhite) and exposed its parameters for real-time adjustment in-game.

    • This material blueprint exposes its parameters, like ReverseValue.

    • The screen position for the post-processing effect is sampled directly from UV coordinates.​

  • Developed a Blueprint (BP_BlackWhiteInverse) to integrate the effect into the game's post-processing pipeline.

    • BlackWhiteTonePPM is used to call a material instance (already set up in the ConstructionScript).

    • It converts material parameters​.

  • Control value with MConstruction Script within Post Processing Blueprint.

    • 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.

    • Dynamically toggles the black-and-white inversion effect using an Enable variable.

    • Allows real-time adjustment of the effect's intensity by modifying the InverseValue parameter.

    • Integrates the effect seamlessly into the game's post-processing render pipeline.

b060537bdf418510cd1c3e94a393b4a4.png

M_PP_Tone_BlackAndWhite

5ab5341c8347449c51f182dfe5155417.png

BP_BlackWhiteInverse (Post Processing BP)

adc4dbd5279ea1f9909fe83bf464e8a1.png

Construction Script (in BP_ToneFather)

2. Interactive Butterfly Particle System

  • Designed a Niagara particle system (FatherLeaking) to create a dynamic butterfly effect.

  • Programmed the system so the butterflies disappear or become visible only within the designated transparent screen areas.

  • Connected the particle behavior to the same material parameters controlling the screen reveal for a unified visual experience.

  • Inspector Workflow

    • The Inverse Value parameter in the Inspector controls the region visibility of the parent material.

    • Material instances are adjusted in the Defaults section, not within the base Material editor, as the Material itself is being updated in real-time.

702e6ad0aadd22ae48bf8f8cf3c44d26.png

FatherLeaking(Niagara)

3c1f247f4e9da74f10ee60bd59af2808.png

NS_NiagaraScript(Niagara Script)

Inspector

cb3db5e14a85ecf9bee1a69a9ef43254.png

2. Animated Region Preview Start Screen

1. UI Blueprint Setup (WBP_StreamLevelSelect)

  • Created button widgets that trigger the preview-to-level transition on click.

  • Buttons fetch the correct level camera from the central Game Instance.

  • Designed an animation system using Timer Handles to control the transition duration.

56281dedd38c074bcf71b44178c86043.png

WBP_StreamLevelSelect

cb9a68da283c4f584bf321da2c6f78fa.png

WBP_StreamLevelSelect

2. Material-Driven Visuals 

  • Built a dynamic material that displays the real-time render of the target level (using Render Texture).

  • 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.

1af8e82140d679a7b42761956daf1fb8.png

M_RT_HospitalEntryPreview

3. Seamless Level Streaming & Camera Management

  • On animation completion, the system triggers PreviewToRealLevel.

  • This event hides the UI and seamlessly streams in game level.

  • 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.

58396373e3f6c59103692a73a0b109cf.png

ExpandLevelPreview

4. Central Game Coordination  BP_ToneGameInstance

  • This master blueprint handles all transitions, maintains state, and coordinates between UI actions, camera swaps, and level loading for a seamless player experience.

    • Accepts a level reference input

    • "Visible After Load" and "Should Block on Load" options enabled.

    • After a 1second delay, the system fetches all actors in the scene tagged with HospitalEntryTag.

    • It checks if a valid actor is found using a Length function.

9239130a0f748443c5e1050eac9589a4.png

BP_ToneGameInstance

3. UIUX Design & Logic

SHOU+_page-0003.jpg
SHOU+_page-0006.jpg
SHOU+_page-0007.jpg
SHOU+_page-0010.jpg
SHOU+_page-0011.jpg
SHOU+_page-0005.jpg

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 

  • 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

  • 3D Assets Creation: Worked directly with the Ahmanson Lab to translate historical 2D references into accurate 3D models in XR game.

5f086982d365bc865d83e8f3ea8bffd.png

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

  • 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.

  • Youtube
  • LinkedIn

© All works here belongs to Melody Yang.

bottom of page