Experienced Technical Artist with a demonstrated history of working in the computer games industry. Skilled in creating shaders for characters, environment and vfx, writing tools to facilitate production pipeline. Strong tech and art professional with a Master’s focused in Entertainment Technology from Carnegie Mellon University.

Jing’s LinkedIn Profile

Download PDF version: Jing’s Resume 2019

412.897.3989 – jingjin24@gmail.com – www.jingjin.me


Rise of the Tomb Raider – 2015 – Xbox One/360, PS4, PC The Bureau: XCOM Declassified – 2013 – Xbox 360, PS3, PC 剑侠情缘之谢云流传 – Upcoming – PC



Programming: Python, HLSL, C++, C#, WebGL, Java DCC Tools: Substance, Maya, Max, ZBrush, Photoshop
Profile Tools: PIX, GPAD, NSight, GPA, Telemetry Video Editing: Premiere, After Effects
Game Engine: Unreal Engine 4, Unity Language: Mandarin, English, Japanese

Work Experience

Crystal Dynamics, Redwood City, CA
Senior Technical Artist on Avengers, 2018.06 – present
Seasun Games, Redwood City, CA
Technical Artist on R&D, 2015.09 – 2018.06

• Set up production environment in Substance, create substances for artists to use in Substance Designer & Painter
• Work with artists and rendering engineers to define material pipeline and develop shaders in UE4 and in-house game engine
• Create standalone toolbox to facilitate art production pipeline, centralizing and connecting Maya, Max, Zbrush, Substance, etc to allow easy communication between different tools
• Write various scripts to deal with problems such as batch processing Megascans assets from raw assets to engine assets with database
• Help artists understand pbr rendering and solve their random daily problems
• Use debug and profile tools to identify performance bottleneck
• Establish and document workflows and best practices for the creation of optimized content

Crystal Dynamics, Redwood City, CA
Technical Artist on Rise of the Tomb Raider, 2013.11 – 2015.08

• Created master and special shaders for environment, character, and effects with physically based rendering pipeline in our in-house game engine
• Helped implement features such as deformable snow, TressFX hair
• Created shader copies in Unreal Engine 4 for outsourcing teams to preview assets
• Wrote standalone tools to facilitate artists with material creation and optimization
• Wrote various Maya tools for the animation team (importer, exporter, rigging selection, skinweight transfer, etc)
• Utilized profile tools to help identify graphics bugs & performance bottleneck

2K Marin, Novato, CA
Engine Programmer on The Bureau: XCOM Declassified, 2012.08 – 2013.10

• Worked on many aspects of the in-house customized Unreal Engine 3 (lighting systems, post processing effects, particle systems, material editor, etc)
• Debugged and fixed various engine/graphics bugs on PC and consoles, maintained and improved rendering pipeline
• Utilized profile tools to resolve game performance issues
• Worked with artists to customize engine functionality

2K Marin, Novato, CA
Technical Artist on The Bureau: XCOM Declassified,
2012.01 – 2012.08

• Built APEX cloth and destruction prototype
• Created and optimized master shaders
• Created specific advanced shaders for FX, implemented them into the game with artists, designers, programmers
• Created and set up weapon decals

Wemo Media, Venice, CA
Intern on The Blu, 2011.06 – 2011.08

• Modeled undersea fishes with Maya, ZBrush
• Created detailed diffuse, normal, specular maps with ZBrush, Photoshop


Carnegie Mellon University, Pittsburgh, PA, 2010.08 – 2012.05

Master of Entertainment Technology

Arizona State University, Tempe, AZ, 2009.08 – 2010.05
Huazhong University of Science and Technology, Wuhan, China, 2006.09 – 2009.07

Bachelor of Mechanical Engineering

Academic Projects

Carnegie Mellon University, Pittsburgh, PA
Programmer on DARPA Project, 2011.08 – 2011.12

• Implemented game physics, UI in a tower building game in Unity for PC and Android, as one of the two programmers on a five-person team
• Created particle effects for the game

Carnegie Mellon University, Pittsburgh, PA
3D Artist on WMS Gaming Project, 2011.01 – 2011.05

• Created 3D assets in Maya
• Created promo video in Premiere and After Effects

Carnegie Mellon University, Pittsburgh, PA
3D Artist on Building Virtual Worlds, 2010.08 – 2010.12

• Modeled, rigged, animated assets in Maya
• Created five games, each within two weeks, with five different teams each had a programmer, a texture artist, and a sound designer

Arizona State University, Tempe, AZ
Flash Programmer on Game Development, 2010.01 – 2010.05

• Programmed different types of games including platformer, shooter, puzzler in Flash