LILING LIU
Technical Artist
About Liling
I am a Technical Artist with over six years of industry experience, dedicated to contributing my expertise to the success of innovative projects in game development, animation, and film. Proficient in designing and establishing art specifications, I excel in collaborating with cross-functional teams, seamlessly integrating cutting-edge technologies into production workflows. With rich knowledge in character rigging, animation, and asset optimization, I am committed to enhancing workflows and fostering a collaborative team environment. Grounded in both technical and artistic proficiency, I aspire to drive creative excellence and contribute to the success of projects.
Resume
OBJECTIVE
To apply my diverse skill set and over 6 years of experience as a Technical Artist, contributing to the success of innovative projects in the fields of game development, animation, and film. Adept at designing and producing art specifications, collaborating with cross-functional teams, and integrating cutting-edge technologies into the production pipeline. Proven expertise in character rigging, animation, and asset optimization, along with a strong commitment to enhancing workflows and fostering a collaborative team environment. I can leverage my technical and artistic proficiency to drive creative excellence and project success.
WORK EXPERIENCE
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Technical Artist, GENESIS Wave Film Limited, Taipei, Taiwan March 2022 – Present Projects: METANI (GameFi), Shards of Her(TV Mini-Series), Unannounced Projects
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Designed and produced art specifications for diverse projects, ensuring alignment with project goals and technical requirements.
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Collaborated with art teams and external partners to develop art assets in line with technical specifications.
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Rigged characters, including facial expressions and props, and conducted model, animation, and art asset fixes in Maya.
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Researched and analyzed Unreal Metahuman, facegood and motion capture technologies, integrating them into the internal pipeline to enhance project capabilities.
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Retargeted animations from source to target, troubleshooting modeling, rigging, and animation issues to meet project requirements.
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Integrated art assets seamlessly into Unity and Unreal, contributing to the overall project development.
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Utilized Unreal Engine to create and develop phototype projects, showcasing a deep understanding of the engine's capabilities.
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Created animations, shaders, VFX, and designed game environment art in Unity, contributing to the overall visual appeal of the games.
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Improved workflows and implemented technologies to enhance the animation and game pipeline, ensuring optimal development for project teams.
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Reviewed and provided feedback on outsourced artwork, ensuring quality and adherence to project requirements.
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Researched artificial intelligence (AI) technologies, incorporating tools such as stable diffusion, MoveAI, Rokoko, etc., to explore creativity and introduce them into the production pipeline.
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Collaborated closely with the art and engineering teams, communicating effectively to address project needs and iterate on creative solutions.
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Developed an internal asset library GUI tool and Spine plugin tool utilizing PySide2, and designed Photoshop plugin tools using JavaScript.
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Explore the capabilities of HTC VIVE Mars CamTrack technology and seamlessly integrate it into the Unreal Engine, leveraging this cutting-edge technology to elevate both film production and virtual pre-production processes.
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Optimize content through enhancing performance and assist in a wide variety of technical and artistic tasks.
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Guided and encouraged team members, including interns, fostering a collaborative and supportive team environment.
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Worked with academic-industry collaborations to provide a strength-based mentoring program for students focusing on 3D software.
Technical Artist, Reallusion, Taipei, Taiwan June 2021 – December 2021 Innovation Development Department: A passionate team dedicated to animation technology and software development. Simplifying animation production, making the ideas happen and process fun is the coolest thing we can think of.
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Do topic research and benchmark on demand.
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Responsible for the specification design and functional verification of real-time 3D animation tool software
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Improve the products, tools, workflows, and techs that allow the development of the best possible animation software/pipeline for our users.
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Define internal tool specifications, establish art process and complete process documentation.
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As a core member of the product development team and collaborate with PM to technically communicate with R&D/Art/PM department, and explain and write clear reports.
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Technical feasibility: assist engineers to define technical projects and verification standards.
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Operational feasibility: involve undertaking a study to analyze and determine whether and how well the organization’s needs can be met by completing the project. Also, it studies examines how a project plan satisfies the requirements identified in the requirements analysis phase of system development.
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Supporting others: serve the needs of the department and technical support.
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Problem-solving: spot potential problems, and find solutions to art-related problems.
Technical Artist - Contractor, Amazon Game Studios, Seattle, USA October 2019 - August 2020
CRUCIBLE: AAA video game and free-to-play team-based action shooter where your gameplay is defined by the choices
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Utilize in-house tools to be consist of character rigging.
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Integrate pre-existing avatar rig and weight character skin LODs in an efficient for the scene.
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Using Lumberyard for physics-based and cloth simulation and retargeting animation with characters.
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Skinned drop pods and setup customizable decals
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Reviewed and feedback outsourced characters and weapons
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Collaborate and iterate based on the team's needs.
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Optimize content through enhancing performance and assist in a wide variety technical and artistic tasks.
Character Technical Artist, IMVU, Redwood, USA May 2018 – October 2019
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Design, create, test, and maintain character rig with facial.
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Troubleshoot and integrate pre-existing avatar rig and weight in an efficient for the scene.
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Work with modelers to create a model that meets technical needs.
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Collaborate with engineers to develop new techniques and processes to solve character production challenges.
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Using Python, PyMel, and Mel to create tools for art team.
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Assist and Contribute to the evolution of the art pipeline by bringing technical solutions
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Solved technical issued when producing in Godot
Freelance Rigger, Chaosmonger Studio, Tallinn, Estonia
ENCODYA: February 2019 – May 2019
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Rigged 8 characters with facial expression.
Robot will protect you: July 2018 - September 2018
A sci-fi animation about a little girl's search for meaning in a world without emotions, directed by
NicolaPiovesan.
Award: BEST INTERNATIONAL SHORT FILM at Fabrique Du Cinéma Awards 2018
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Rigged 9 characters with facial expression.
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Rigged 2 robot characters with facial expression.
Contract Rigger, Cloudburst Games LLC, Mountain View, USA March 2018
Castle Breakout:
It is an escape game for mobile with its stunning photo-realistic 3D graphics and engaging set of puzzles.
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Rigged one swallow animal.
Animation Rigger- Contractor, Universal Creative, Los Angeles, USA January 2018 – February 2018
Universal Studios Hollywood Ride: The Secret Life of Pets: Off the Leash!
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Troubleshoot pre-existing creature and props rig setups.
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Rigged at least 6 more about creatures and 2 props.
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Weight creatures in an efficient for the scene.
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Create optimized rigs.
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Correct creatures’ modeling shape.
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Create prop asset.
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Assist the team to manage the animation’s production document and work with orthographic
Freelance First Lead Rigger, SPYDAWICK, Toronto, Canada August 2017 – March 2018
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Rig 6 about characters and creatures
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Oversee task operations of the rigging team
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Review assets regularly, and providing feedback to ensure quality deliverables with Lead Character Artist
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Translate language with peers about the artwork
Technical Artist, T-nexus Studio, San Francisco, USA June 2017 – December 2018
Greedyisland(Mobile Game)
It is a PVP shooting MOBA mobile game and players pick their own character to defeat opponents
according to the gold of each map.
▪ Rigged at least 8 more about characters.
▪ Solved technical issued when producing in Unity and baked animation and export FBX.
▪ Oversee task operations of the art team.
▪ Communicated and collaborate with art team and engineers team.
▪ Arranged documents and assists with the preparation and control of production budgets.
Intern Technical Artist, Mind Traveler Design, San Francisco, USA June 2017 – December 2017
PLASMAworlds: BlastBox:
Creating a prototype of a PLASMAworlds game in Gear virtual reality using Maya and Unreal.
▪ Rigged for 2 creatures.
▪ Animated and Rigged for 4 plants.
▪ Baked Animation and export FBX to Unreal.
▪ Solved technical issued when producing an animation in Unreal.
Freelance Rigger, Kinosys Films, London May 2017 - June 2017
KIDDO:
It is a sci-fi action /adventure film, directed by Tito Fernandes.
Award: FilmShortage, OFFICIAL SELECTION PITCH TO SCREEN FILM AWARDS 2018
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Rigged one the character with facial expression.
Freelance Character Rigger May 2016 – Present
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3D Character, Creature, Prop, Mechanical rigging, Facial Expression
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2D Rigging, Animation, Modeling
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Cloth, hair simulation, Deformation
PROJECTS
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Rigger– Bloodline Generations January 2018 – September 2018
It is an arena brawler and the game will be played with the majority of ability being skillshot.
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Rigged for 5 characters.
Rigger, Animator – Collaborated between Academy of Art University school, Norman Rockwell Museum,
and Tony DiTerlizzi to create game projects.
Four Freedoms, San Francisco, CA September 2017 – November 2017
Creating a VR game using Maya and Unity.
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Rigged and Animated for 3 props.
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Baked Animation and export FBX to Unity.
Magic Mirror, San Francisco, CA September 2017 – October 2017
Creating an interactive game using Kinect for Tony DiTerlizzi exhibit.
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Rigged 2 characters with facial rigging.
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Solved technical issued when producing in Unity.
Rigger, Animator – Collaborated with a group of students in various of game projects in AAU.
Patronus Game, San Francisco, CA February 2017 – August 2017
Creating iOS/Android platform survival, hack, and slash, action RPG in a dark atmosphere of
a sci-fi/cyberpunk universe game project using Maya and Unreal.
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Rigged one character.
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Baked Animation and export FBX to Unreel.
Might&Blade, San Francisco, CA February 2017 – May 2017
Creating combat tactical game project using Maya and Unity.
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Rigged for 2 about characters and 2 props.
Sprocket, San Francisco, CA April 2017
Creating puzzle game project.
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Rigged and Animated for one character.
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Baked Animation and export FBX to game engine.
GreedyIsland, San Francisco, CA February 2017 – April 2017
Creating combat game project using Maya and Unreal.
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Rigged for 4 characters.
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Animated and rigged for 4 props.
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Baked Animation and export FBX to Unreal.
Midnight Studio, San Francisco, CA September 2016 – April 2017
Creating a top-down real-time tactical stealth game project using Maya and Unity.
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Rigged for 5 about characters.
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Baked Animation and export FBX to Unity.
UI/UX Designer – OWINFIFOX, San Francisco, CA May 2016 – September 2016
Collaborated with a team in creating a game statistics website for Overwatch
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Execute all visual design stages from concept to final hand-off to engineering.
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Create wireframes, user flows, process flows and site maps to effectively communicate
interaction, users experience, and design ideas. -
Conceptualize original ideas that bring simplicity and user friendliness to website designs
and web applications. -
Visual Designer / Illustrator supported new product development
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Created Low and High fidelity prototypes
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Created brands and guidelines, mockups, wireframes, icons for Android smartphone
EDUCATION
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Academy of Art University, San Francisco, CA June 2014 - December 2017
Master's Degree, Game Development
National Changhua University of Education, Changhua, Taiwan September 2010 - January 2013
Bachelor's Degree, Department of Information Management with a specialization in
Digital Content Technology and Management Program
National Kaohsiung Marien University, Kaohsiung, Taiwan September 2008 - June 2010
Bachelor's Degree, Department of Information Management
PUBLISHED
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[Interview] 【CG Now What?】Ep 11 From Amazon to talk about Crucible game
Technical Artist Ft Liling Liu on Apple Podcast, Spotify Podcast, SoundOn Podcast - InCG Media
“How to Create A Joint-Based Skirt Rig with Auto Collisions in Maya” – Tutorial - Thepoly
“How to Create A Joint-Based Skirt Rig with Auto Collisions in Maya” – Tutorial - InCG Media
“How to Create A Joint-Based Skirt Rig with Auto Collisions in Maya” – Tutorial - Lesterbanks
“Learn how to interact with objects that change the color in Maya” – Tutorial -InCG Magazine Issue 37, Taiwan.
ACHIEVEMENTS/EXHIBITED
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CG Artists Show July 2020
KUNSTMATRIX
The Norman Rockwell VR Experience
Norman Rockwell Museum 2020
THE ART TECH PAVILION - The Sausalito Art Festival August 30 – September 2, 2019
The US Capital building to members of Congress, Washington D.C. March 2019
Henry Ford Museum in Dearborn, Michigan 2018
Tony DiTerlizzi’s “Never Abandon Imagination” (Magic Mirror) November 2017
Norman Rockwell Museum
School of Game Development Spring Show Academy of Art University – San Francisco, CA
2018 Rockwell VR Experience May 2018
2017 First Place: Technical Art/ Animation - Mutant Monsters May 2017
2017 Finalist: Technical Art/ Animation - GreedyIsland_character/prop Rigging May 2017
2016 Finalist: Rigging for Character May 2016
National Changhua University of Education - Department of Information Management – Changhua, Taiwan 2012 Taiwan Glass Gallery Exhibition May 2012
2012 First Place - Graduate Project May 2012
2012 Excellent Work & Finalist - 3D & Graphic Design May 2012
2011 Best iClone Performance Award January 2011
Iclone4 Award: I3D Animation Competition in Taiwan
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Animation, Editing, and Music
SKILLS
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Programming Languages: Python, Mel, PyMel, PyQT, PySide, JSON, XML, JavaScript, HTML, CSS
Software APIs: Maya, MotionBuilder
Technologies:
GUI (QT/Pyside/PyQT), 3D Characters, Creature, Prop, Mechanical Rigging,
3D Facial Rigging, 2D Rigging, Cloth, Hair Simulation, Modeling, Animation, Deformation,
Photogrammetry, 3D scan, AI
Motion Capture animation (Face and Body motion),
Motion Capture processing (Editing/Retargeting) (Face and Body motion)
Languages: Mandarin, English, Taiwanese
SOFTWARES
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Maya, Zbrush, iClone, Character Creator, MotionBuilder, 2D Spine, QT Designer
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Unreal Engine, Unity, Lumberyard, Game Maker, Godot, Omniverse Create, Omniverse Machinima, Cocos Creator
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Photoshop, Illustrator, Indesign, Dreamweaver, Ulead PhotoImpact, GIMP
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MoveAI, Rokoko, Stable Diffusion, Midjourney, DeepfaceLab, Luma AI, NeRF, Machine Video Editor, ChatGPT
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After Effect, Premiere pro, Ulead VideoStudio Pro
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Shotgun, JIRA, Ftrack, Asana, Trello, Confluence, CGTeamwork
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Motion Capture: XSENS , Perception Neuron ( AXIS Neuron), Facegood
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Agisoft Metashape, RealityCapture, R3DS Wrap 3D
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Microsoft Office, Open Office, WPS Office
LilingLiu_Resume.pdf