Lu Yizhuo

+86 159-4855-5515 | Austin_Lu_2001@outlook.com


Profile

Aspiring Technical Artist with a foundation in visual storytelling and hands-on experience across Unreal Engine and

Unity. Interested in real-time rendering, shader/VFX workflows, and production pipelines that bridge art and

engineering.


Education

School of Visual Arts (SVA), New York, USA — BFA Illustration (2019–2024)

Relevant Coursework: Concept Design, 3D Modelling, Digital Painting, Game Landscape Design, Storytelling, Comic

Design


Professional Experience

Pixeland (Tencent Outsourced) — Digital Asset Annotation QA (AI Game Project) | Full-time (Sep 2025 – Jan

2026)

• Reviewed 500+ asset annotations per week to validate label accuracy and data suitability for AI training.

• Collaborated with engineering teammates to surface annotation failure patterns and support small-scale logic

improvements aligned with training methods.

• Created and revised annotation standards/guidelines for external suppliers to improve consistency across vendor

submissions.

• Worked in a 20+ cross-functional team (roughly half engineering / half art), coordinating QA feedback loops

between artists, engineers, and suppliers.

LT Independent Comic Artist Studio — Assistant Comic Artist | Beijing, China (Aug 2020 – Nov 2020)

• Assisted character design, landscape concepts, dialogue scripting, and action storyboarding for comic production.

• Supported narrative development and production deliverables across 10+ chapters.

Selected Projects


Stylized Shader Rendering Environment (Unity) | Technical Art · ShaderGraph/HLSL · Rendering Workflow

• Developed a stylized rendering pipeline in Unity with reusable shader parameters for consistent art direction.

• Authored custom shaders using Shader Graph + HLSL (basic) to control lighting response and surface stylization.

• Designed material workflows to improve cross-asset visual consistency and iteration speed.


Game Character Skill Effects | VFX · Technical Art · Gameplay Feedback

• Created character skill VFX reflecting backstories and combat roles to enhance gameplay readability.

• Implemented effects with particle systems and shader-driven animation; balanced clarity and real-time

performance.

• Optimized particle counts and material complexity to maintain stable real-time performance.


Myth-Themed Start Level (Unreal Engine 5) | Level Design · Greyboxing · Blueprints

• Designed and built a myth-inspired UE5 start level (box-style) focusing on player flow, readability, and onboarding.

• Iterated layouts through greyboxing, modular components, and playtesting to refine spatial guidance.

• Implemented core interactions in Blueprints (triggers/checkpoints/UI hints) and used landmark cues for navigation.


AI Choice-Based Narrative Game (Unity) | Game Design · Gameplay Systems · C# Implementation

• Built a choice-driven narrative prototype where players control an AI navigating between real and virtual worlds.

• Implemented branching dialogue, player-state management, and multi-ending logic using C#.

• Conducted playtests and iterated UI feedback to improve narrative clarity and player agency.


Skills

Engines: Unreal Engine 5, Unity

Technical Art: Shader Graph, HLSL (basic), real-time rendering workflows, particle/VFX basics

3D: Maya, Blender, Substance Painter/Designer

Programming: C# (Unity), Python (basic)

Adobe: Photoshop, After Effects


Languages

Mandarin (Native), English (Fluent), Japanese (Basic)