Career / Education

Education and professional work across game design, technical art, and animation pipelines.

Professional

Professional Experience

NetEase ThunderFire - Fuxi AI Lab

Hangzhou, China

Role: Technical Artist.

Tool development and animation retargeting: my work at NetEase followed two parallel tracks: tool development and maintenance, and animation retargeting research. During the three-month internship, I helped maintain and develop multiple tools. Through close communication and collaboration with colleagues, I supported team needs and helped move active R&D forward. Several tools I developed independently addressed immediate production problems within the department and were carried into continued development.

Technical research: the internship exposed me to a wide range of forward-looking research directions. Studying selected technologies and papers gave me valuable practical experience and broadened my perspective as a technical artist.

MAGIC Maker Research Project - Syneste

Rochester, United States

Role: Project Lead, Mocap Animator, and Researcher.

Project setup: sponsored by RIT MAGIC Spell Studios with equipment support, this project studies concrete applications of motion capture in games and film.

Mocap workflow research: led team members in motion capture research, recorded mocap data with Vicon optical capture equipment in the MAGIC Spell Studios mocap room, imported assets into different engines and platforms, and documented workflow problems and solutions. Through the project, I accumulated experience in mocap production, animation production, and project management.

Industry communication: actively exchanged with universities and industry companies, shared mocap production experience with different teams, and improved my problem-solving approach. These exchanges helped complete the research and produce rigorous reports and documentation.

Education

Education Background

Rochester Institute of Technology

Rochester, United States

MS Game Design and Development / STEM program ranked U.S. News No.3 in game design.

601 Game Development: designed and produced a psychological horror game prototype in a five-person team, iterated through multiple rounds of playtesting, improved performance and gameplay, and delivered a highly polished prototype with hundreds of plays and dozens of positive comments.

Procedural Generation: practiced procedural content creation in Unity, including wave-function-collapse, Lindenmayer systems, Perlin noise, algorithmic terrain, landform and river generation, procedural scene props, and batch material workflows with texture sets.

GPA: 3.84 / 4.0. Scholarship: RIT Graduate and Merit Scholarship, 55% tuition award.

Parsons School of Design

New York, United States

BFA Design and Technology / Art and design university ranked QS World No.3 and U.S. No.1 in 2024.

Focused on Unity game development and game design principles, with coursework including Lore Lab, Studio core game design, CG1/2, modeling, and rendering.

GPA: 3.87 / 4.0. Scholarship: 32,000 USD.