TECHNICAL ARTIST
FENG EVOLVED
I am a Technical Artist specializing in Unreal Engine, Unity, and Roblox, with a strong focus on 3D environment building, shader development, and procedural content generation. My skills include concept design, 3D modeling, material creation, lighting, VFX, and coding, as well as writing shaders for UE and Unity and leveraging Houdini for automated asset generation and world-building.

MY PORTFOLIO


01
ENVIRONMENT /Tech ART

UE5 | Photoshop | Blender |Substance Painting
Inspired by Nintendo's newly announced Musou-type game "Hyrule Warriors: Age of Calamity," which is set 100 years before the events of "The Legend of Zelda: Breath of the Wild," the official "Hyrule Warriors" Twitter account sharedscreenshots showcasing the Hylia Castle from a century ago.
02
Shader/GPU/HSL

UE5 | Blender
This is a particle system in Unreal Engine that is entirely shader-based. Unlike UE’s built-in Niagara system, this shader-driven approach makes it possible to achieve particle effects in games designed for low-end platforms like Android. Since it runs entirely on the GPU and doesn’t use any CPU resources, almost all calculations happen in the vertex shader, making it extremely efficient. This shader also offers a high level of control, allowing you to use different flipbook animations to create various effects. For example, right now, it’s a fountain, but simply changing the flipbook animation can turn it into mist, smoke, or even a waterfall, and all of these effects are handled by a single master material, which is the shader I created.
03
Shader/UE5

UE5 | Blender
I have created a water shader that includes surface ripples, water reflections, underwater refraction, water depth-based color variation, foam effects, softened water contact edges, and underwater caustics.
This material offers a high level of customization, allowing you to adjust parameters such as wave length, steepness, and height. You can also control foam size, ripple detail, and water transparency, making it adaptable for simulating water in various environments.
04
Environment /Material/VFX/Blue Print

UE5 | Blender
A cyberpunk environment showcase built in Unreal Engine, focusing on procedural materials, VFX, and AI-driven systems. Features include vertex-painted roads, holographic effects, and autonomous hover cars, blending art and technology for an immersive sci-fi world.
05
Unity/ Shader

This is a transparent magic shield sphere shader with a dissolve effect that I wrote in Unity. It includes the following effects: dissolve, distortion, edge glow, and flickering.
UE5 | Blender
06
Unity/ VFX

Unity | Blender | Photoshop
This is a transparent magic shield sphere shader with a dissolve effect that I wrote in Unity. It includes the following effects: dissolve, distortion, edge glow, and flickering.

07
Environment /Material/Code/Model
This is a scene created in Unity, mainly to showcase scene construction techniques in Unity and simple functionality implemented with code.
The project utilizes Photoshop, Blender, Substance Painter, and Unity.
Unity | Photoshop | Blender |Substance Painting