Zhuoyu

Designing stories through visual craft

A practical approach that balances aesthetics, engineering, and delivery across asset production, real-time rendering, pipeline tools, art direction, and content planning.

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李卓霖

My Story

I began in game environment art. Starting with hard-surface modeling, materials, and scene production, I gradually expanded into Unreal Engine, technical art, and CG content production, later taking on execution art direction and team leadership.

Across AAA games, VR work selected for the Venice International Film Festival, and building a location-based content team from the ground up, I have stayed focused on one question: how can visual judgment, technical decisions, and production collaboration become work that actually ships?

Today I continue exploring AI and real-time content tools as dependable, reusable production methods—not as short-lived spectacle.

Experience

2025.01 — 2025.05

Miaoyin Digital Technology (translated name)

Execution Art DirectorContent Planning

Organized production and planned content for the location-based VR project A Thought, A Vision.

As CG Production Director, built the production team and development pipeline for the company’s VR unit from the ground up. Covered the full delivery process, including script reviews, and assembled the CG content team.

Also provided hands-on technical support, applying prior production experience to establish short- and long-term solutions for technical issues across the team.

Achievements

The project received multiple industry awards and positive recognition.

2016.11 — 2024.12

Sandman Studios

Environment ArtistTechnical ArtistExecution Art DirectorCG Production Director

Worked across art direction and technical art, responding to both visual and implementation needs. Built on a traditional art background and moved progressively toward technical art through project practice.

Managed an 11-person content team spanning modeling, rigging, animation, VFX, technical art, and level art, coordinating the disciplines toward consistent delivery quality.

Skills

—Modeling: Maya, Blender, ZBrush, 3ds Max, Marvelous Designer, Plasticity, and Houdini.

—Textures and materials: Substance 3D Painter, Substance 3D Designer, Photoshop, Quixel, and Mari.

—Unreal Engine 4/5: environments, standard and custom materials, post-process materials, VFX, Sequencer, VR video rendering, and Houdini-assisted PCG production.

—Optimization: Unreal Insights asset auditing, draw-call batching, LOD planning, lighting optimization, RenderDoc GPU analysis, and in-engine tools for team efficiency.

—Code: Python and HLSL.

—Version control: SVN and Perforce.

Selected results

FreeWhale was selected for the 74th Venice International Film Festival; Fresh Out for the 75th; and Mandala for the 79th. The location-based VR project Dunhuang: Treasures and Sands launched in Dunhuang and was positively received for its technology and immersive experience.

2015.05 — 2016.08

Mindwalk Studios

Environment Artist

—Hard-surface modeling with Maya, 3ds Max, ZBrush, Blender, and related production tools.

—Produced environment assets, props, vehicles, and weapons for game projects.

—Authored high-resolution textures and materials for AAA titles using Substance 3D Painter, Substance 3D Designer, Photoshop, and Quixel.

Selected results

Contributed to Dead Rising 4, Mafia III, and Dreadnought as an environment artist.

Project Highlights

AAA Game Development

3D / Games

Contributed art production to internationally released AAA games, including environment modeling and production optimization, building practical experience on large commercial projects.

EA2KSony Entertainment

Venice VR Selections

VR / Narrative

Contributed to three narrative VR works selected for the Venice International Film Festival’s immersive program, exploring spatial storytelling and visual expression.

Venice Film Festival

Selected Projects

Mafia III

Environment Artist

Mafia III

AAA Environment Art

Dead Rising4

Environment and Prop Artist

Dead Rising 4

AAA Environment Art

Dreadnought

Environment Artist

Dreadnought

AAA Hard-Surface Spaceships

Cinematic VR Selection

Execution Art Director, CG Production Director

Dunhuang: Treasures and Sands

Location-based VR

Project cover

Engine Art and Materials

FreeWhale

Interactive VR Short

Project cover

Engine Art, Materials, and Environments

Fresh Out

Interactive VR Short

布达拉宫

Execution Art Director, CG Production Director

Potala Palace: Wishes Together

Location-based VR

Core Expertise

AI Visual Practice

Years of visual and digital-content experience, with recent work focused on applying AI in real production workflows and building sound judgment around delivery.

Team Leadership

Led visual teams in two companies, including an independent 10-person team and a new department built from selection and staffing through delivery.

Structured Thinking

Breaks ambiguous problems into clear systems before execution, keeping complex work focused instead of accumulating detail without direction.

Project Delivery

Experienced across concept, prototype, and launch, making practical tradeoffs between visuals, engineering, and resources to keep projects moving.

Continuous Learning

Follows developments in AI, visual production, and engineering tools, then turns them into practical personal and team workflows.

Applied AI

Integrates AI into design, production, and content workflows in controlled ways that improve efficiency without replacing judgment.

Professional Skills

3D Production

An end-to-end 3D pipeline spanning modeling, materials, rendering, and engine work.

Software

  • Maya
  • 3ds Max
  • Blender
  • Houdini
  • ZBrush
  • Plasticity
  • MoI 3D
  • 3DCoat
  • RizomUV
  • Marvelous Designer

Textures & Materials

  • Substance 3D Painter
  • Substance 3D Designer
  • Mari
  • Photoshop

Engines & Rendering

  • Unreal Engine
  • Unity
  • KeyShot
  • Marmoset Toolbag
  • Redshift

Environment & Collaboration

Procedural environment production and version-control practices that support reliable collaboration.

Procedural Environments

  • SpeedTree
  • World Creator
  • Gaea
  • CityEngine
  • EmberGen

Version Control

  • Perforce
  • Git / GitHub
  • SVN

Visuals & Code

2D design, AI workflows, and lightweight coding that close the gap between intent and delivery.

2D & Visual Design

  • Photoshop
  • After Effects
  • Premiere Pro
  • DaVinci Resolve
  • Figma
  • PureRef

Code & AI Tools

  • Codex
  • Antigravity
  • ComfyUI

Personal Projects & Tools

Tools, workflows and applications shaped by practical creative needs.

01 / 跨 DCC 资产交付开源 · 持续迭代

DCC AssetForge

围绕 Maya/Blender 到 Unreal Engine 的静态资产交付,将命名与预算检查、模型及贴图打包、材质绑定和引擎导入组织为可追溯流程。用项目预设统一制作规范,在导入前暴露问题,并记录检查结果与导入历史,让资产交付成为可复用的团队流程。

Maya / Blender / Unreal Engine · Python / JSON · AI 协作研发

GitHub
02 / AI 材质与磨损工作流研发原型 · 持续验证

FacetWeave 棱织

基于 Maya 与 Substance 3D Painter 的 AI 材质研发工具。将多视角采集、烘焙信息、材质分析和蒙版生成接入同一工作流,以原模型结构约束生成方向,通过非破坏图层保留手工调整空间。探索让 AI 参与材质创作,同时保持硬表面结构、磨损逻辑与艺术家的控制权。

Maya / Substance 3D Painter · Python / PySide

03 / AI 视频研究播放器自主研发 · 持续迭代

VidSage 脉络

面向长视频、课程与专题研究的本地优先 AI 播放器。将字幕、章节和证据型报告与播放时间轴联动,让结论能够回到原片核对;结合学习与专题分析、本地语音转写、研究笔记和可检索知识库,把一次观看沉淀为可持续研究的资料。主导产品与交互设计,以 AI 协作推进桌面端和浏览器端实现。

本地 ASR / SQLite · AI 协作研发

04 / 作品展示与内容运营已上线 · 持续维护

个人作品集与内容管理系统

从求职展示到日常维护,主导两套独立作品集与内容管理系统的设计、上线和迭代。整合作品编排、视频分片上传与播放优化、草稿发布、历史恢复、PDF 简历及访客行为分析,让创作者能够自行更新内容,并了解作品如何被浏览。以真实使用反馈持续改进交互、媒体交付与管理体验。

Next.js / React / TypeScript · Vercel / Cloudflare R2

Open to new ventures, creative projects, and professional opportunities

Get in touch if you would like to discuss my experience, work, or process.

Contact me