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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

  • Designed and produced art specifications for diverse projects, ensuring alignment with project goals and technical requirements.

  • Collaborated with art teams and external partners to develop art assets in line with technical specifications.

  • Rigged characters, including facial expressions and props, and conducted model, animation, and art asset fixes in Maya.

  • Researched and analyzed Unreal Metahuman, facegood and motion capture technologies, integrating them into the internal pipeline to enhance project capabilities.

  • Retargeted animations from source to target, troubleshooting modeling, rigging, and animation issues to meet project requirements.

  • Integrated art assets seamlessly into Unity and Unreal, contributing to the overall project development.

  • Utilized Unreal Engine to create and develop phototype projects, showcasing a deep understanding of the engine's capabilities.

  • Created animations, shaders, VFX, and designed game environment art in Unity, contributing to the overall visual appeal of the games.

  • Improved workflows and implemented technologies to enhance the animation and game pipeline, ensuring optimal development for project teams.

  • Reviewed and provided feedback on outsourced artwork, ensuring quality and adherence to project requirements.

  • Researched artificial intelligence (AI) technologies, incorporating tools such as stable diffusion, MoveAI, Rokoko, etc., to explore creativity and introduce them into the production pipeline. 

  • Collaborated closely with the art and engineering teams, communicating effectively to address project needs and iterate on creative solutions.

  • Developed an internal asset library GUI tool and Spine plugin tool utilizing PySide2, and designed Photoshop plugin tools using JavaScript.

  • 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.

  • Optimize content through enhancing performance and assist in a wide variety of technical and artistic tasks.

  • Guided and encouraged team members, including interns, fostering a collaborative and supportive team environment.

  • 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.

  • Do topic research and benchmark on demand.

  • Responsible for the specification design and functional verification of real-time 3D animation tool software

  • Improve the products, tools, workflows, and techs that allow the development of the best possible animation software/pipeline for our users.

  • Define internal tool specifications, establish art process and complete process documentation.

  • 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.

  • Technical feasibility: assist engineers to define technical projects and verification standards.

  • 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.

  • Supporting others: serve the needs of the department and technical support.

  • 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

  • Utilize in-house tools to be consist of character rigging.

  • Integrate pre-existing avatar rig and weight character skin LODs in an efficient for the scene.

  • Using Lumberyard for physics-based and cloth simulation and retargeting animation with characters.

  • Skinned drop pods and setup customizable decals

  • Reviewed and feedback outsourced characters and weapons

  • Collaborate and iterate based on the team's needs.

  • 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

  • Design, create, test, and maintain character rig with facial.

  • Troubleshoot and integrate pre-existing avatar rig and weight in an efficient for the scene.

  • Work with modelers to create a model that meets technical needs.

  • Collaborate with engineers to develop new techniques and processes to solve character                    production challenges.

  • Using Python, PyMel, and Mel to create tools for art team.

  • Assist and Contribute to the evolution of the art pipeline by bringing technical solutions

  • Solved technical issued when producing in Godot

Freelance Rigger, Chaosmonger Studio, Tallinn, Estonia                                  

              ENCODYA:                                                                                                                                      February 2019 – May 2019

  • 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

  • Rigged 9 characters with facial expression.

  • 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.

  • 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! 

  • Troubleshoot pre-existing creature and props rig setups.

  • Rigged at least 6 more about creatures and 2 props.

  • Weight creatures in an efficient for the scene.

  • Create optimized rigs.

  • Correct creatures’ modeling shape.

  • Create prop asset.

  • 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

  • Rig  6 about characters and creatures

  • Oversee task operations of the rigging team

  • Review assets regularly, and providing feedback to ensure quality deliverables with Lead Character Artist

  • 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

  • Rigged one the character with facial expression.

Freelance Character Rigger                                                                                                                        May 2016 – Present

  • 3D Character, Creature, Prop, Mechanical rigging, Facial Expression

  • 2D Rigging, Animation, Modeling

  • 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.

  • 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.

  • Rigged and Animated for 3 props.

  • 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.

  • Rigged 2 characters with facial rigging.

  • 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.

  • Rigged one character.

  • 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.

  • Rigged for 2  about characters and 2 props.

        Sprocket, San Francisco, CA                                                                                                                           April 2017 

                         Creating puzzle game project.

  • Rigged and Animated for one character.

  • Baked Animation and export FBX to game engine.

        GreedyIsland, San Francisco, CA                                                                                       February 2017 – April 2017

                         Creating combat game project using Maya and Unreal.

  • Rigged for 4 characters.

  • Animated and rigged for 4 props.

  • 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.

  • Rigged for 5 about characters.

  • 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

  • Execute all visual design stages from concept to final hand-off to engineering.

  • 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

  • Created Low and High fidelity prototypes

  • 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

  • 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

  • Unreal Engine, Unity, Lumberyard, Game Maker, Godot, Omniverse Create, Omniverse Machinima, Cocos Creator

  • Photoshop, Illustrator, Indesign, Dreamweaver, Ulead PhotoImpact, GIMP

  • MoveAI, Rokoko, Stable Diffusion, Midjourney, DeepfaceLab, Luma AI, NeRF, Machine Video Editor, ChatGPT

  • After Effect, Premiere pro, Ulead VideoStudio Pro

  • Shotgun, JIRA, Ftrack, Asana, Trello, Confluence, CGTeamwork

  • Motion Capture: XSENS , Perception Neuron ( AXIS Neuron), Facegood

  • Agisoft Metashape, RealityCapture, R3DS Wrap 3D

  • Microsoft Office, Open Office, WPS Office

LilingLiu_Resume.pdf

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