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)