01Curve-driven sci-fi levels
Curve-driven modular sci-fi level generation.
Procedural tools / Houdini · VEX · Unreal Engine
View projectRuiyang Zhou’s Portfolio1.1
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Softening the polygons’ sharp personality…
I’m Ruiyang Zhou, a technical artist pursuing a master’s degree in Entertainment Arts and Engineering (EAE) at the University of Utah, expected to graduate in May 2027.
My work centers on real-time production pipelines, spanning procedural assets and tools, materials and textures, character rendering, animation and motion capture, and AI-assisted content creation. I focus on bringing art direction into the engine in ways that are reliable and reusable.
This portfolio presents each project’s results, production process and key technical details.
01Curve-driven modular sci-fi level generation.
Procedural tools / Houdini · VEX · Unreal Engine
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02Model validation, six-view generation, multi-view projection and wear-mask output.
AI pipeline · Material pipeline / Python · ComfyUI · UV Projection
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03Regional shading, fabric materials and lighting control.
Character rendering · Material pipeline / Unreal Engine 5.6 · HLSL · C++
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04Single- and multi-person monocular capture, camera reconstruction and UE5 animation assembly.
AI pipeline · Animation pipeline / TRAM · PromptHMR · COLMAP · Unreal Engine
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05Parametric crate modeling, geometry utilities and batch asset processing.
Procedural tools / Houdini · VEX · PDG · Substance
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06Curve-based roads, HeightField terrain processing and environment asset distribution.
Procedural tools / Houdini · HeightField · Unreal Engine
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07Procedural metal floor materials and PBR textures in Substance Designer.
Material pipeline / Substance Designer · PBR · Unreal Engine
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08Dual-personality mechanics, environment design and Unreal Engine Blueprints.
Game / Unreal Engine · Blueprints · Game Design
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Ruiyang Zhou
Technical art / Procedural assets / AI content pipelines