RECENT WORKS
Note: Due to NDA restrictions, some professional works are not publicly displayed. Private reviews can be arranged upon request.
TILTING POINT: 3D Generalist
AVATAR: REALMS COLLIDE
Avatar Collaboration – Tilting Point
Contributed to multiple cinematic sequences for Avatar mobile game content. Responsible for character animations (Toph, Azula, Sokka), environment setup, camera movements, and rendering in Unreal Engine. Also created character rigs in Maya using Advanced Skeleton.
GODZILLA x KONG: Titan Chasers
Godzilla & Kong Collaboration - Tilting Point
Worked on cinematic shots featuring various monsters for Titan Chasers. Responsible for environment setup in Unreal Engine, improving monster textures in Substance, camera placement, animation blending, and rendering.
Additionally, created a small rig in Maya for Kong’s armor glove and produced rough renders in Arnold for 2D paintovers.
ASTROKINGS
Astrokings x Gunbuster Collaboration - Tilting Point
Created cinematic shots featuring the Exelion spaceship within the Astrokings universe using Unreal Engine. Responsible for environment design, cameras, animations, and rendering.
Developed a custom weapon system in Blueprints to handle battle sequences, including lasers, grenades, and homing missiles, and optimized particle materials for better visual control in cinematic shots.
NEXXYO LABS - OUTER RING: 3D Artist
Fungal Forest Level

Modeled, textured, and set up collisions for various assets across the level in collaboration with the 3D art team.














MIX AND MATCH
INTERNAL TOOL
Developed a Mix-and-Match tool in Unreal Engine to preview and swap modular weapon and character parts, display component names, and test deformations through animation previews. Included features for light management, camera control, and automated scene captures.
Additionally, created an Editor Utility Script to automatically generate LODs for 3D assets
THE CROWN OF WU: 3D Artist

Contributed to character rigging and animation, including Wu and various enemies, as well as several environment props. Assisted with integration into Unreal Engine, focusing on fixing bone hierarchies and resolving issues in Wu’s climbing system to ensure smooth gameplay and animation performance.





