As a Senior Technical Artist on this Ubisoft title, I owned the development of the entire gamepad cursor UI system across all platforms, from deciding the right render pass in Snowdrop to writing shader code and engine-side integrations. I also made a major contribution to performance profiling and optimization by analyzing GPU/CPU usage and implementing solutions that scaled efficiently across PC, Nintendo Switch, PlayStation, and Xbox. In addition, I built asset management pipelines, tuned LOD settings, and collaborated with design teams to ensure UI and graphics features delivered consistent performance and quality on every platform.
On this project, I focused on rendering optimization and engine support. I maintained and expanded Unreal tools for lighting artists, automating optimization workflows to improve production efficiency. I also profiled and optimized GPU/CPU/Memory performance across consoles, leveraging tools such as RenderDoc, Unreal Insights, Razor, PIX, and wrote custom profiling code where needed. Additionally, I contributed to fixing rendering bugs on consoles, ensuring stable performance and visual quality under strict hardware constraints.
I contributed by leading technical workflows for a team of 30+ artists. I developed automation scripts in 3ds Max (Python) to streamline daily asset production ensuring efficient integration within established pipelines. In addition, I trained artists on proper asset import workflows and authored clear technical documentation, establishing consistent standards and enabling the team to deliver high-quality content under strict engine requirements.
Senior Technical Artist with 10+ years of experience building pipelines, shaders, and tools across AAA titles and indie projects.
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Senior Technical Artist & Game Developer