Ruiyang Zhou’s Portfolio1.1

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Softening the polygons’ sharp personality…

Ruiyang ZhouRUIYANG ZHOU

Ruiyang.Z

Ruiyang Zhou · Game Technical Artist

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01About

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.

02Selected work

8 projects

03Resume

Experience

2026.06–Present

Kuaishou · Kling AI

AI Technical Artist InternResponsibilities
  • Built procedural game assets with Houdini HDAs, using parameters to control geometry and materials for reuse, batch changes and variants.
  • Developed batch scripts with Python and LLM-assisted coding for asset modification, format conversion, error checking and task orchestration.
  • Packaged Deadline render-farm submission and batch-rendering workflows.
  • Built ComfyUI workflows for batch art production, including node orchestration, parameter presets, task execution and result selection.
  • Built video motion-capture workflows for UE5; combined PromptHMR and TRAM for multi-person separation, motion solving and animation adaptation.
  • Reconstructed camera motion with COLMAP and TRAM, evaluated SfM, SLAM and VO approaches, and synchronized camera trajectories to UE5.
  • Built a bone-driven muscle simulation tool in Maya, connecting rigging, animation and Qt workflows.
2026.03–2026.06

Tencent · Hunyuan

AI Technical Artist InternResponsibilities
  • Contributed to the Hunyuan 3D AIGC asset pipeline, bringing generated characters, props and environments into a procedural framework through parsing, conversion and standardization.
  • Analyzed and filtered 3D asset data quality, using multimodal models for classification, feature extraction and quality analysis.
  • Developed Python asset-checking and batch tools, maintaining model structure, PBR textures, material references and resource dependencies.
  • Built a conversion pipeline from AI-generated characters to MetaHuman assets, covering model parsing, skeleton adaptation, material transfer, retargeting and UE5 import.
  • Supported UE5 asset import, material validation, scene assembly and render checks to connect DCC resources with engine assets.
  • Used LLM-assisted coding and migrated bone-driven muscle simulation to UE5.
2025.07–2025.09

Tencent

Technical Art / 3D Character Technical Animation InternResponsibilities
  • Created procedural materials in Substance Designer with adjustable parameters and PBR texture outputs.
  • Supported the UE5 character-animation pipeline, asset maintenance, animation import, state machines, visual checks and MetaHuman skeleton and animation adaptation.
  • Processed AI-generated motion data with Maya, UE5 and Python tools, including format conversion, retargeting and validation.
2024.07–2024.09

Perfect World

Environment Art InternResponsibilities
  • Created scene props, blockouts and procedural assets in Maya and Houdini.
  • Authored materials and textures in Substance Designer and Substance Painter.
  • Supported engine import and animation testing.
2023.07–2023.09

China National Garment Association

Virtual Character & Digital Clothing Design InternResponsibilities
  • Modeled digital characters in Maya and Blender and tested animation in Unreal Engine.
  • Created virtual clothing and materials with Marvelous Designer and Substance Painter, including cloth simulation and motion adjustments.
  • Assisted with integrating clothing and character models and improving their interaction during animation.

Education

2025.08–2027.05

University of Utah · Master's degree

Entertainment Arts & Engineering · Technical Art
2021.09–2025.06

Beijing Institute of Fashion Technology · Bachelor's degree

Digital Media Art

Technical network

TECHNICAL
ART
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UNREAL ENGINE

Houdini / PCG
  • Houdini SOPs, HDAs, VEX, procedural assets and UE PCG Graph.
  • Parameter-driven assets connected to UE5 through HDAs.
  • Python and LLM-assisted batch processing, asset validation and task orchestration.
UE5 / Character animation
  • Blueprints, Animation Blueprints, Sequencer, MetaHuman and character retargeting.
  • Animation import, state machines, skeleton and animation adaptation, scene assembly and render validation.
  • HLSL vertex animation; Niagara, environment tools, lighting and post-processing.
Materials / Texturing
  • Procedural materials in Substance Designer, Substance Painter texturing and PBR outputs.
  • Material structure adapted to art direction and engine requirements.
AIGC workflows
  • ComfyUI, SDXL, Flux, Qwen, ControlNet Depth, Gemini, GPT Image and custom API JSON workflows.
  • AI asset parsing, quality analysis, batch processing, output selection and conversion to MetaHuman.
Video motion capture / Camera reconstruction
  • PromptHMR, TRAM and COLMAP for single- and multi-person solving, subject separation, animation adaptation and camera reconstruction.
  • Evaluation of SfM, SLAM and VO approaches, with camera trajectories synchronized to UE5.
Maya / Digital clothing
  • Maya, Blender and Marvelous Designer for modeling, cloth simulation, rigging and animation adaptation.
  • MetaHuman body and facial rigging in Maya, character topology and skin-weight adjustments.
English / Collaboration
  • IELTS 7.0; independent reading of English technical documentation and communication in English.
  • Game jams and team competitions; four consecutive years as an organizing committee member and four consecutive years of university scholarships.

04Contact

Ruiyang Zhou

EMAIL
katesigood@163.com

Technical art / Procedural assets / AI content pipelines