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Resume

Summary

Resourceful technical artist with over 7 years of professional experience, facilitating content creation for and within the Unreal Engine 4, profiling and troubleshooting performance issues using proprietary or third party software for PC/PS4.

Good aesthetic eye with the ability to prioritize and keep delivery on target, quick to embracing new tools and platforms. Hands-on experience with multiple pipelines working on various projects ranging from cinematic to game development.

Collaborating with other departments to establish best workflow practices; developing and documenting tools and procedures to optimize production and maintain the health of the overall development process. Good understanding of pipeline dependencies, able to anticipate and solve cross-dependent contingencies while striving for fast, responsive solutions.

Adept at coordinating projects and guiding team efforts; proactive and able to function with minimal input.
Multi-lingual proficiency allows me to easily integrate and communicate within multi-cultural work environments.

  • First name:
  • Yen-Ren (Tony)
  • Surname:
  • Wang
  • Email:
  • Tony@portfolio.wang
  • Phone:
  • +49 1578 8469808
  • Nationality:
  • Belgian
  • Residence:
  • Berlin, Germany
  • Work Eligibility:
  • EU – Available for employment outside the EU, but will require help with relocation/work permit.
    Bachelor Digital Arts & Entertainment - Major 3D Arts

    September 2007 - June 2011

    Howest University College Belgium
    • Graduated with Distinction
    • Autodesk Student Expert
  • Dutch:
  • Native
  • English:
  • Bilingual
  • French:
  • Limited working proficiency
  • German:
  • Limited working proficiency
  • Mandarin Chinese:
  • Intermediate oral fluency
    Recommendations are viewable on my LinkedIn profile.
    Additional endorsements with contact information are available upon request.

    Senior Technical Artist @Yager Development

    May 2017 - Present

    Overseeing game performance on the entire world building process by solving technical implementation issues and providing support and education to the content team on F2P game 'Dreadnought' for PC/PS4.

  • Establishing and iterating with both art and design team on the world building pipeline.
  • Extending engine functionality for improving workflows and ease-of-use.
  • Managing branch merging and integrations in Perforce.
  • Writing technical design documentation for tools department.
  • Extending and iterating on our existing automation test framework for profiling our world content
  • Creating data visualization and monitoring of profiles on statistical dashboards.
  • ...
  • Technical Artist @Yager Development

    May 2014 - April 2017

    Profiling and optimizing game performance by identifying bottlenecks and troubleshooting technical issues on F2P game 'Dreadnought' for PC/PS4.
    My responsibilities included, but were not limited to, the following topics:

  • Setting up matinee sequences for capturing promotional footage in UE4.
  • Establishing budgets for content creation on maps and assets rollout.
  • Integrating Simplygon middleware into UE4 for improving our LoD solution, establishing best workflows for our artists.
  • Creating Animation Blueprint logic for triggering animations on weapons/abilities/movement.
  • ...
  • Character-FX TD @Walking the Dog

    May 2013 - August 2013

    Creating stylized cloth simulation on full-featured animation film ‘Jack et la Mécanique du Coeur’.
    Produced by Virginie Silla (From Paris with Love - 2010) and Luc Besson (The Fifth Element - 1997) - Europacorp.
    > Nominated for the Crystal Bear award - Berlin International Film Festival 2014.

    Technical Artist @Digital Mind

    December 2011 - February 2012

    Surfacing; optimizing geometry and UVs; texturing; rigging for e-commerce project.

    Technical Artist @3D Square - Howest

    October 2011 - January 2013

    3D Square is an ERDF (European Regional Development Fund) project aimed at stimulating the growth of the digital entertainment industry in Flanders and promoting the use of 3D  technology in other sectors.

    Generalist: Character modeling; rigging; texturing; hardsurface environment modeling; compositing; particle & rigid body simulations; render wrangling; animation; mocap; prototyping UI; troubleshooting; problem solving; intern coaching.

    Technical project supervisor: planning work schedules and keeping delivery on target. Meeting with affiliates and external parties to review overall production progress and troubleshoot cross-dependent issues.

    Public relations: organizing corporate info sessions to promote the use of 3D game technology in non-gaming sectors. Representing 3D Square and Digital Arts and Entertainment curriculum at local and international conferences such as GDC Europe/ San Francisco and Barcamp Courtrai/Bruges.

    Event management: hosted the game track of Multi-Mania 2012, one of the largest free Media and Entertainment conferences in Europe, with international speakers such as Art Director Daniel Dociu from Arenanet and CFO/ Producer Mihwa Chu from Feng Zhu School of Design.

    Autodesk Faculty Expert: organized the Autodesk Student Experts at our university college and founded the DAE-Nexus, an online forum where students can exchange information, share tips and tutorials and discuss all matters of the curriculum.
    Moderated by the StEx and several alumni's working in the industry, the Nexus promotes free discourse of ideas and opinions, by the students and for the students only.

    3D Animator @Nobel Biocare

    July 2011 - August 2011

    Storyboarding; character animation; compositing promotional trailers shown during exhibits.

    Technical Artist [Internship] @DAE-Studios

    February 2011 - June 2011

    Asset modelling; prototyping Unity game; vfx simulation; shader prototyping; problem solving; assisting production planning.

  • Dreadnought
  • Senior Technical Artist - Performance/Pipeline optimization
  • Jack et la Mécanique du Coeur
  • Technical Director - CFX
  • Cloth Halls of Ypres
  • Technical Artist - VFX/Compositing
  • TEP - A Tourist Experience Pavilion
  • Technical Artist - VFX/Compositing
  • Zooks: Follow your nature
  • Technical Artist - VFX/Shaders
  • Cafard
  • Technical Artist - Motion Capturing
  • Vyncke
  • Technical Artist - UI scripting
  • Earnieland
  • Technical Artist - Rigging/Texturing
  • E-mob
  • Character Artist - Rigging/Texturing
  • Futurn
  • Compositing
  • Noble Biocare
  • 3D Animator
  • B-Safe/Securail
  • 3D Artist
    Primary
  • Epic Games - Unreal Engine 4
  • Microsoft - Visual Studio
  • Microsoft [Donya Labs] - Simplygon
  • Intel - Graphics Performance Analyzer
  • Crytek - RenderDoc
  • Autodesk - 3DsMax
  • Autodesk - Maya
  • Pixologic - ZBrush
  • Adobe - Photoshop
  • Secondary
  • Autodesk - Mudbox
  • Adobe - Premiere
  • Adobe - After Effects
  • Adobe - Illustrator
  • Adobe - Flash
  • Adobe - InDesign
  • Profiling and optimizing performance in UE4.
  • Experienced in open world implementations, analyzing bottlenecks and establishing best practices.
  • Integrating and maintaining third-party middle-ware into UE4.
  • Intermediate scripting proficiency, able to debug and adapt code in HTML/ AS 3.0/ C++.
  • Setting up and maintaining automation tests in C++ within UE4.
  • Extending engine functionality in C++ within UE4.
  • Establishing daily performance monitoring with Grafana and InfluxDB.
  • Basic knowledge of plugin development for UE4.
  • Research and prototyping tools/features in UE4 Blueprints, supporting content implementations
  • Setting up Animation Blueprint logic for various game triggers and player actions.
  • Coordinating projects; guiding team efforts.
  • Establishing content pipelines, improving and adapting it to the project's needs as it evolves.
  • Educating the content teams on best workflow practices and performance considerations.
  • Mentoring juniors and interns.
  • Organic sculpting; hardsurface modeling.
  • Optimizing topology; uv layout; normal map baking.
  • Texturing; handpainted - realistic.
  • Rigging - skinning.
  • nDynamics; nCloth - nHair.
  • VFX; modest experience in particle - rigid body simulations.