Developed a custom color workflow synchronization tool, increasing artist efficiency by 30%
Implemented and optimized shader effects such as toon shading and custom shadow maps; utilized Unity’s built-in tools and RenderDoc for advanced debugging and profiling
Co-developed a custom action editor tool, reducing repetitive programming tasks and streamlining effect setup workflows for artists and designers
Enhanced CI/CD efficiency by detecting and skipping redundant jobs, achieving a 20% improvement in overall pipeline time
Implemented game features across various systems, including UI, character skill, and turn-based combat mechanics
Integrated backend APIs into games; collaborated with backend engineers to define request/response structures
Maintained and deployed existing games to both Google Play and App Store, managing version control, testing, and submissions
TA of Interactive Computer Graphics (Spring 2020)
Developed and graded assignments, held office hours, maintained the course website, etc
Processed facial and body motion capture data and integrated into Unity
Designed and built the mobile application of facial motion capture with Unity for recording and Live streaming
Advisor: Prof. Ming Ouhyoung; Communications and Multimedia Lab (CMLab)
Research topics: physically-based rendering, path guiding