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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:

  1. Tom Clancy’s Rainbow Six Siege (Xbox, PlayStation, PC) | Nov 2024 – Present

    • Project Description: An FPS PVP game built on the Anvil engine.

    • Responsibilities:

      • Character creation pipeline integration (animation, skin, shaders, FX, weapons, and gadgets).

      • DCC tool development for seamless model import/export using 3ds Max and Maya.

      • HLSL shader creation and optimization, implementing new operator skins, weapons, shaders, and FX.

  2. Tom Clancy’s The Division 2 (Xbox, PlayStation, PC) | Dec 2021 – Nov 2024

    • Project Description: A multi-player tactical shooter ARPG on Ubisoft’s Snowdrop engine.

    • Responsibilities:

      • Developed character creation pipelines and integrated complex animation, skin, shader, FX, and weapon assets.

      • Created procedural world-building tools, streaming optimization, and enhanced environment pipelines.

      • Integrated UI elements and auto tools using Python, added in-engine shader/FX logic, and developed 3D Megamap UI functionalities.

  3. Far Cry 6 (Xbox, PlayStation, PC) | Dec 2019 – Dec 2021

    • Project Description: An open-world FPS on the Dunia engine.

    • Responsibilities:

      • Employed Houdini for procedural content generation (PCG) of landscapes, foliage, rivers, waterfalls, and terrain materials.

      • Created HLSL shaders, optimized foliage assets, and integrated environment FX for large open-world scenes.

Level & Systems Design Intern, Gearbox Software, Dallas, TX
2019 (4 months)

  • Project 1v1 (PC – Unreal Engine 4): A multiplayer FPS game prototype.

    • Responsibilities:

      • Designed and iterated levels using Unreal Engine’s BSP tools and Maya.

      • Conducted gameplay playtests, documented design changes, and debugged level layouts.

      • Created post-processing VFX to enhance gameplay aesthetics and clarity.

PERSONAL SHORT FILM PROJECTS

Boss Fight 3D Challenge – Ludens (1 Month, Aug 2023)

  • Tech/Tools: Unreal Engine, Subtract Material, Electric Dream Procedural Content Generation.

  • Responsibilities:

    • Character creation (ZBrush, Maya, Substance Painter) including rigging and animation.

    • Final scene assembly and editing through Unreal sequence and Blender.

Raiden VS Gekko (1 Month, Sep 2024)

  • Tech/Tools: Unreal Engine, Chaos system, Animation, Rigging, FX, Lighting, environment, Video editing.

  • Responsibilities:

    • Character creation (ZBrush, Maya, Substance Painter), rigging/animation via Accrig and Cascadeur.

    • Final scene assembly, sequencing, and editing through Unreal Engine and Blender.

PROGRAMMING & SCRIPTING LANGUAGES

  • C++ (4+ years): Integrated with AAA engines (Anvil, Dunia), gameplay features, UI logic, shader integration, and performance optimizations.

  • Python (4+ years): Pipeline automation, content import/export tools, procedural generation scripts, UI logic, batch operations.

  • HLSL (4+ years): Custom shaders for FX, materials, UI elements, and environment assets.

  • Houdini VEX (C/C++) (4+ year): Procedural asset generation within Houdini.

  • Unreal Blueprints (6+ years): Rapid prototyping, gameplay logic, and tool creation.

  • Maya Python (4+ years): Custom scripting for Maya tool pipelines.

  • C# (1+ year), Lua (1+ year): Used for miscellaneous tooling and integration tasks.

GAME ENGINES & PROJECT EXPERIENCE

  • Unreal Engine (6+ years):

    • Projects: GoGoKart, Tex-Mechs, Personal projects, Boss Fight 3D Challenge – Ludens, Raiden VS Gekko

    • Roles: Level design, VFX, animation/rigging, environment setup, procedural content generation, final editing.

  • Dunia Engine (2+ years):

    • Project: Far Cry 6

    • Roles: Landscape/foliage PCG, shader optimization, environment FX.

  • Snowdrop Engine (3+ years):

    • Project: The Division 2

    • Roles: Procedural world tools, character/weapon integration, UI logic, performance optimization.

  • Anvil Engine (1+ year):

    • Project: Rainbow Six Siege

    • Roles: Character pipeline, shader/FX integration, DCC workflow optimization.

  • Unity Engine (2+ years):

    • Personal projects: Rapid prototyping, gameplay mechanic scripting, environment assembly.

  • Creation Kit Engine (1+ year):

    • Project: Fallout 4 level mod

    • Roles: Level design, environment assembly, modding support.

  • Source Engine (1+ year):

    • Project: Left4Dead level mod

    • Roles: Level layout, environment creation.

  • Chrome Engine (2+ years):

    • Project: Dying Light level mod

    • Roles: Level design, environment scripting.

3D SOFTWARE & DCC TOOLS

  • Maya (8+ years): Animation, rigging, scene assembly, asset optimization, scripting tools.

  • 3ds Max (5+ years): Modeling, rigging, export pipelines, integration with game engines.

  • Houdini (4+ years): Procedural generation (landscapes, effects), node-based workflows.

  • ZBrush (5+ years): High-poly character and creature sculpting.

  • Substance Designer & Painter (5+ years): Material and texture creation, PBR workflows.

  • Accurig (1+ year)Cascadeur (1+ year): Rigging and animation refinement tools.

  • Blender (2+ years): Modeling, animation, final sequence editing, lighting.

  • Motion Builder (1+ year): Motion capture cleanup and integration.

OTHER TOOLS & SKILLS

  • Photoshop (10+ years): Texture authoring, concept art, UI elements.

  • Illustrator (10+ years): Vector-based UI design elements.

  • After Effects (8+ years), Premiere (8+ years): Video editing, compositing, VFX sequences.

  • Perforce (4+ years): Version control for large-scale projects, asset management.

  • JIRA (4+ years): Task tracking, agile development workflow support.

Core Skills:

  • Creating and troubleshooting real-time VFX and particle systems.

  • Writing shaders (HLSL, node-based solutions).

  • DCC tool development and pipeline optimization.

  • Procedural 3D modeling and environment generation (Houdini).

  • Vector field generation, texturing, UI design/implementation.

  • Profiling/optimization of game content.

  • Animation/rigging, gameplay/system coding.

  • Teaching and technical documentation.

LANGUAGE SKILLS

  • English: Fluent

  • Chinese (Mandarin/Cantonese): Fluent

  • 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.

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