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Zhou Lin

Email: fancyzero@live.cn

May 2, 2026
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Zhou Lin

Birth: 1981.6
Email: fancyzero@live.cn Cellphone: (+86) 138-1696-0209

Chinese Ver  

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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