Resume
Ruiyang Zhou · 周瑞旸 / Technical Artist
Experience
2026.06–PresentKuaishou · Kling AI
AI Technical Artist Intern
- 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.
2026.03–2026.06Tencent · Hunyuan
AI Technical Artist Intern
- 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.
2025.07–2025.09Tencent
Technical Art / 3D Character Technical Animation Intern
- 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.
2024.07–2024.09Perfect World
Environment Art Intern
- 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.
2023.07–2023.09China National Garment Association
Virtual Character & Digital Clothing Design Intern
- 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
Beijing Institute of Fashion Technology · Bachelor's degree
Digital Media ArtTechnical network
TECHNICAL
ART
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.