RESUME

Shirley Xin Zhou

I am a Technical Artist with over a decade of game industry experience. For the past several years, I have been working exclusively in Unity. 

  • Develop and implement a production pipeline for 3D assets. This includes guidelines for the creation of the 3D assets, set up export rules and implementation of the assets in game. 
  • Work directly with art directors, programmers and artists to mitigate production issues such as avoiding performance heavy setup  and implementation design that keep to visual requirements and still perform well on low-end devices. 
  • Prototyping features and designs with programmers to come up with stable and maintainable setup. 
  • Make editor tools in Unity3D that helped with converting assets into prefabs, laying out and replacing game objects.
  • Create UI layout and convert the layout into usable assets. 
  • Create 3D character/ prop mode and uv map in Maya. Create textures in Photoshop.

EXPERIENCE

Technical Artist, Revolving Games Inc.

San Francisco, CA — Jul. 2020 – Aug

  • Create shader using Unity shader graph for character customization.
  • Work with an animator to set up an animation pipeline across multiple rigs.
  • Design and create a guideline on tileable ground for artists.
  • Work with the development team to convert unity terrain mesh into a setup that has good performance on low-end devices and still matches the artistic design.
  • Developing and implementing 3D assets pipeline to speed up development time.
  • Work with art directors and programmers to make sure the game matches the vision art direction has created.
  • Test and create proof of concept for possible tech to be used in unity. And prototype features for production.
  • Provide technical help for artists.
  • Documenting tools, procedures and guidelines for in-house and outsource use.

      Games:
      Unreleased.

Microsoft (contract through Collabera)

San Francisco, CA — Dec. 2019 – Jun.2020

  • Work with project producers to create visual guides for future development on mixed reality.
  • Research and edit videos for visual reference.
  • Create assets in maya, set up visual storyboards in unity and create presentations as needed.
  • Present and document future UI/UX possibility.

      Project:
Part of Mixed Reality Capture Studios for Volumetric Video in Microsoft.

Technical Artist, Playstudios

Burlingame, CA — Jun. 2016 – Nov. 2019

  • Work with art directors and programmers to make sure the game match the vision art direction has created.
  • Create tools for importing assets and create prefabs in unity using C#.
  • Test and create proof of concept for possible tech to be used in unity.
  • Prototype features that programmer can use to test programming solution.
  • Implementing and help developing a suitable pipeline to speed up development time.

Games:

MyVegas Slots;

Royal Charm Slots;

Game Artist, NetEase

Brisbane, CA — 2015- 2016

  • Create Icons, posters, banner, social media images, and marketing images.
  • Manage assets for multiple games.
  • Coordinate assets transfer between different departments.
  • Create new screens and assets for existing game.
  • Make UI flow chart and update UI layout.

Games:

Tome of the Sun [Mobile];

Eternal Arena [Mobile];

Speedy Ninja [Mobile]

Senior Artist, Konami Digital Entertainment – Orange County Development Studio, Inc.

Santa Ana, CA — 2012-2014

  • Created UI layout and converted the layout into usable assets in Unity.
  • Created 3D models for the environment and interface.
  • Created particle and other effects in Unity.
  • Created an Art Tool window in Unity that helped with laying out and replacing game objects.
  • Wrote C# VFX scripts in Unity that is being used in Casino League.
  • Created UI layout and converted the layout into usable assets.
  • Created 2D assets.

Games:

Casino League [Mobile];

Boo Seeker [Mobile] (unpublished);

Comic Craft [Mobile]

Artist, Hijinx Studios (formerly PhoenixSoft Games)

Santa Ana, CA — 2008-2012

  • Create 3D models, textures and animations.
  • Weapon and character design.
  • Environment, prop modeling and animation.
  • Create user interface design and generating 2D assets.
  • Up-res textures and updated models.

Games:

Silent Hill HD Collection [xbox 360][PS3];

Glee Karaoke Revolution 3 [xbox 360][wii];

Castlevania Harmony of Despair [PSN];

Barbie: Jet, Set & Style [DS];

Barbie Groom and Glam Pups [DS];

Busy Scissors [DS] [WII];

Vandal Hearts: Flames of Judgment [Xbox360 Live] [PSN];

TouchMaster 3 [DS];

TouchMaster 2 [DS] [ipod Touch] [iPhone];

Defendin de Penguin [DS] [WII]

Artist / Scripter, Point Of View .inc

Santa Ana, CA — 2005-2008

  • Design and generate user Interface and in game assets.
  • Level mock-up and pre-production design.
  • Quest design.

Games:

Bratz [Handheld]

Blitz the League [xbox 360]

UN-finished project

EDUCATION

Academy of Art University: BFA in Computer Arts.

Foothill College: Associate Degree in Computer Programming.

OTHER SKILLS

  • Set up guidelines for the 3D asset pipeline, from creation to implementation.
  • Animation and particle VFX in Unity
  • C# scripting in Unity.
  • Adobe Photoshop.
  • Character and environment modeling and texture in Maya
  • Character design, storyboarding