
Yujia Max Liu
ABOUT
Name: Yujia Max Liu
Email: maxlyjxgp@outlook.com
Phone: +86 18033092603
Portfolio/Personal Website: maxlyj.wixsite.com/mysite
ArtStation: artstation.com/maxlyj
LinkedIn: linkedin.com/in/maxlyj
Twitter: https://x.com/MaXLYJ
YouTube: youtube.com/maxliu9477
EDUCATION
Master of Interactive Technology in Game and Interactive Media Design
August 2018 – May 2020
Southern Methodist University (SMU Guildhall), Dallas, TX, USA
Bachelor of Arts (BA) in Digital Media Art
September 2014 – June 2018
Beijing Institute of Fashion Technology, Beijing, China
PROFESSIONAL EXPERIENCE
Technical Artist, Ubisoft Shanghai, China
September 2019 – Present
Projects & Responsibilities:
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Tom Clancy’s Rainbow Six Siege (Xbox, PlayStation, PC) | Nov 2024 – Present
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Project Description: An FPS PVP game built on the Anvil engine.
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Responsibilities:
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Character creation pipeline integration (animation, skin, shaders, FX, weapons, and gadgets).
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DCC tool development for seamless model import/export using 3ds Max and Maya.
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HLSL shader creation and optimization, implementing new operator skins, weapons, shaders, and FX.
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Tom Clancy’s The Division 2 (Xbox, PlayStation, PC) | Dec 2021 – Nov 2024
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Project Description: A multi-player tactical shooter ARPG on Ubisoft’s Snowdrop engine.
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Responsibilities:
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Developed character creation pipelines and integrated complex animation, skin, shader, FX, and weapon assets.
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Created procedural world-building tools, streaming optimization, and enhanced environment pipelines.
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Integrated UI elements and auto tools using Python, added in-engine shader/FX logic, and developed 3D Megamap UI functionalities.
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Far Cry 6 (Xbox, PlayStation, PC) | Dec 2019 – Dec 2021
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Project Description: An open-world FPS on the Dunia engine.
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Responsibilities:
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Employed Houdini for procedural content generation (PCG) of landscapes, foliage, rivers, waterfalls, and terrain materials.
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Created HLSL shaders, optimized foliage assets, and integrated environment FX for large open-world scenes.
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Level & Systems Design Intern, Gearbox Software, Dallas, TX
2019 (4 months)
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Project 1v1 (PC – Unreal Engine 4): A multiplayer FPS game prototype.
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Responsibilities:
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Designed and iterated levels using Unreal Engine’s BSP tools and Maya.
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Conducted gameplay playtests, documented design changes, and debugged level layouts.
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Created post-processing VFX to enhance gameplay aesthetics and clarity.
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PERSONAL SHORT FILM PROJECTS
Boss Fight 3D Challenge – Ludens (1 Month, Aug 2023)
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Tech/Tools: Unreal Engine, Subtract Material, Electric Dream Procedural Content Generation.
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Responsibilities:
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Character creation (ZBrush, Maya, Substance Painter) including rigging and animation.
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Final scene assembly and editing through Unreal sequence and Blender.
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Raiden VS Gekko (1 Month, Sep 2024)
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Tech/Tools: Unreal Engine, Chaos system, Animation, Rigging, FX, Lighting, environment, Video editing.
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Responsibilities:
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Character creation (ZBrush, Maya, Substance Painter), rigging/animation via Accrig and Cascadeur.
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Final scene assembly, sequencing, and editing through Unreal Engine and Blender.
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PROGRAMMING & SCRIPTING LANGUAGES
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C++ (4+ years): Integrated with AAA engines (Anvil, Dunia), gameplay features, UI logic, shader integration, and performance optimizations.
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Python (4+ years): Pipeline automation, content import/export tools, procedural generation scripts, UI logic, batch operations.
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HLSL (4+ years): Custom shaders for FX, materials, UI elements, and environment assets.
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Houdini VEX (C/C++) (4+ year): Procedural asset generation within Houdini.
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Unreal Blueprints (6+ years): Rapid prototyping, gameplay logic, and tool creation.
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Maya Python (4+ years): Custom scripting for Maya tool pipelines.
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C# (1+ year), Lua (1+ year): Used for miscellaneous tooling and integration tasks.
GAME ENGINES & PROJECT EXPERIENCE
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Unreal Engine (6+ years):
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Projects: GoGoKart, Tex-Mechs, Personal projects, Boss Fight 3D Challenge – Ludens, Raiden VS Gekko
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Roles: Level design, VFX, animation/rigging, environment setup, procedural content generation, final editing.
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Dunia Engine (2+ years):
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Project: Far Cry 6
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Roles: Landscape/foliage PCG, shader optimization, environment FX.
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Snowdrop Engine (3+ years):
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Project: The Division 2
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Roles: Procedural world tools, character/weapon integration, UI logic, performance optimization.
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Anvil Engine (1+ year):
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Project: Rainbow Six Siege
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Roles: Character pipeline, shader/FX integration, DCC workflow optimization.
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Unity Engine (2+ years):
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Personal projects: Rapid prototyping, gameplay mechanic scripting, environment assembly.
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Creation Kit Engine (1+ year):
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Project: Fallout 4 level mod
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Roles: Level design, environment assembly, modding support.
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Source Engine (1+ year):
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Project: Left4Dead level mod
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Roles: Level layout, environment creation.
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Chrome Engine (2+ years):
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Project: Dying Light level mod
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Roles: Level design, environment scripting.
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3D SOFTWARE & DCC TOOLS
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Maya (8+ years): Animation, rigging, scene assembly, asset optimization, scripting tools.
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3ds Max (5+ years): Modeling, rigging, export pipelines, integration with game engines.
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Houdini (4+ years): Procedural generation (landscapes, effects), node-based workflows.
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ZBrush (5+ years): High-poly character and creature sculpting.
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Substance Designer & Painter (5+ years): Material and texture creation, PBR workflows.
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Accurig (1+ year)Cascadeur (1+ year): Rigging and animation refinement tools.
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Blender (2+ years): Modeling, animation, final sequence editing, lighting.
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Motion Builder (1+ year): Motion capture cleanup and integration.
OTHER TOOLS & SKILLS
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Photoshop (10+ years): Texture authoring, concept art, UI elements.
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Illustrator (10+ years): Vector-based UI design elements.
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After Effects (8+ years), Premiere (8+ years): Video editing, compositing, VFX sequences.
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Perforce (4+ years): Version control for large-scale projects, asset management.
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JIRA (4+ years): Task tracking, agile development workflow support.
Core Skills:
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Creating and troubleshooting real-time VFX and particle systems.
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Writing shaders (HLSL, node-based solutions).
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DCC tool development and pipeline optimization.
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Procedural 3D modeling and environment generation (Houdini).
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Vector field generation, texturing, UI design/implementation.
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Profiling/optimization of game content.
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Animation/rigging, gameplay/system coding.
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Teaching and technical documentation.
LANGUAGE SKILLS
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English: Fluent
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Chinese (Mandarin/Cantonese): Fluent
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Japanese: Basic reading and conversational
SUMMARY
Experienced with multiple game engines (Unreal, Snowdrop, Dunia, Anvil, etc.) and proficient in procedural content generation, shader development, character/environment integration, and pipeline, performance optimization, tool development. Demonstrated success in PVP, PVE open-world franchises (Rainbow Six Siege, The Division 2, Far Cry 6) and personal short film projects, with a keen eye for detail, performance, and aesthetic quality.