Zhou Lin
Birth: 1981.6
Email: fancyzero@live.cn
Cellphone: (+86) 138-1696-0209
Strengths
- A passionate game developer, Make games since 14 years old.
- Quick learner, good at pattern recognition.
- Have a good understanding in render technics, accomplished a simple software renderer (included transforming and rasterizing)
- Experienced in client architecture, including resource management, multithread rendering, scripting, scene management, etc.
- Familiar with reverse engineering and assembly analysis.
- Experienced with C++ (including C++11), and Familiar with Objective-C, Python, Object-Pascal, Basic. And understand the concepts of functional programming language, e.g. Haskell, erlang.Good art appreciation.
- Familiar with data structure and common algorithms.
- Favorite games: Quake I, StarCraft I, Dota2
- Hobby: Piano, Composing music, Pixel art
- Familiar with Unreal Engine and Unity
Experience
Personal Project
- Space shooting Indie game (WIP)
- Python for iOS
- Embed python using SWIG
- LOD Terrain system
- In-house Game Engine 2D/3D
- Software renderer
- A dynamic UI system described by XML(Used in o2mania)
- UE4 voxelization using only Blueprint and material
- game resource rip (Civil 6, One piece: world seeker, etc.)
- Shadertoy: https://www.shadertoy.com/user/fancyzero
- Bilibili: https://space.bilibili.com/445693652
- O2mania (Music game) http://o2mania.info. decrypted two popular online music game’s fileformat(O2Jam & DJMax), and developed a standalone client from scratch, not using anything from original games, except resources.
2023.4 - present , OmniGames
Project:Cross-Platform Development of UE5 Open world ARPG
Responsibility:
- Directed the engine team's work, ensuring that the entire system's architecture and implementation met product requirements.
- Conducted extensive foundational technical work during the project's early stages, such as determining benchmark resources, art production processes, and technical selection in various areas.
- Modified the engine, customized the stylized rendering pipeline, and created custom materials.
- Assisted artists in reverse engineering scenes and characters from other games (e.g., automatic replication of scenes from The Legend of Zelda: Tears of the Kingdom, Genshin Impact, etc., into UE5).
- Researched new technologies to assess their potential for innovation and development.
- Promoted quality and performance by setting performance metrics and establishing automated testing processes.
- Assisted in identifying technical risks and developing response plans.
- Conducted development of PCG, Control Rig, GI, etc., within the UE5 framework, and guided artists in their use.
- Organize and manage tasks to team members, provided necessary assistance, and ensured timely and high-quality delivery.
2021.7 - 2023.4, Wooduan
Techinical Artist Expert
Project: BattleTeam 2 (PC FPS)
Responsibility:
- The project is based on Unity 5.6 which is very old and the team is doing almost everything in a wrong way, so I did a lot of work with artists and programmers to figure out a better/efficient way at various stages of development.
- Coordinating with Artists/Programmers
- Reorganize Lighting pipeline
- Reorganize Material pipeline
- Optimize shaders, rendering, engine,
- Advandce shaders and authoring tools
- Reorganize art assets pipeline ( assets sanity check, assets publish system )
- Making tools for artists
- Training other TAs, enhance other TAs ability
- Regular team management
2019.3 - 2021.7, Riot Games HongKong
Techinical Artist III
Project: League of Legends
Responsibility:
- Art pipeline
- Making tools for artists
- Training other TAs
- Organize and optimize art pipeline for KUDOS artists
- Making automatic rendering tools for TFT
- Debug and fix engine bugs
- Adding new feature to the LOL editor
- Making and optimize shaders for LOL
- Establish a cummunication between KUDOS and Riot Games, straighten out the chaotic art process, solve most of the tools and process problems, and greatly improve production efficiency
2019.8 - 2019.12, Perfect World
Technical Artist Expert/Leader
Responsibility:
- providing tech support for teams
- cel-shading/ cartoon rendering shader
- work with artists to reach their goal of art style
- cartoon ocean
- automatic normal generate base on least-square for cartoon rendering
2018.4 - 2019.7, Tencent
Senior graphic/engine programmer
Responsibility:
- Graphic / Engine R&D
- providing tech support for teams, from various of projects
- Ocean rendering based on FFT using computer shader in UE4
- Evaluate and debug NVidia Blast plugin for UE4
- project health morniting pipeline ( unity and UE4 )
- interactive snow
- content generation using houdini
- cel shading/cartoon rendeirng solution, including nromal editing tool in 3dsMax
2014.9 - 2018.4, CCP shanghai
Project: Gunjack
Principal Technical Artist/Programmer
Responsibility:
- Providing tech support for the team, figure out solutions
- Setup art tools and workflow
- Making tools
- Performance optimization/ Profiling
- Help artist to using UE4
- Using and get familiar with WWise as an audio solution for project
- Learning stuff that I interested.
2007.5 - 2014.9, Playcool (Alternate: Icee)
Project: N/A
Technic support
Responsibility:
- Focus on solving technical problems for all other project team
- Provide advice on technical solutions
- Develop fundamental modules for other team to use, such as: game content auto update system; customized UI component; plugins for 3DMax or other third party tools.
- Learning stuff that I insrested.
Project: TaoYuan (MMORPG)
Engine programmer
Responsibility
- Tune and refine UE3 to suit with project needs, such as Navigation meshes, 3DMax plugins, none-blocking character loading, etc. Read and modified lots of UE3 source codes.
- Performances optimize.
- Making Tools for designer and artists
- Shader template composition
- Game launcher with an auto update system
- Third party tools evaluation. (Cooperated with Substance Redux for few weeks).
- Teaching artists on using UE3, and some TA work
Project: TopSpeed (Car racing game)
Client programmer
Responsibility
- All rendering related works.(Fixed pipeline)
- Performances optimize.
- Making Tools for designer and artists
- Some gameplay related works.
2005 - 2007.5, Masq
Project: LiuLiu (Pet game)
Client programmer
Responsibility
- Client Framework.
- Gameplay code.
- A html based UI system, using OLE, internet ActiveX control
2003 - 2005, YiXi Shanghai
Project: Salvation (MMORPG)
Client programmer
Responsibility
- A sky system with varying effects through day and night
- Gameplay code.
- Making Tools for designer and artists
- Scene editor: terrain editing, scene object placement, shore wave auto generation, etc.
- Dynamic map loading.
Education
1999 - 2007, Shanghai Television University.
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