img/index/emailf.png


Andy Xiao

503-516-5236

http://www.artofandyxiao.com

andy.xiao@gmail.com

https://www.linkedin.com/in/axiao/ 

Education

2004 - 2008 Bachelor of Science - Game Art & Design

The Art Institute of Portland, Portland, OR



Skill set

Modeling

Animation

Shader FX

Texturing

Rigging

Unreal4 Blueprint

Game Mechanic Design

Unity Editor 

C# / Python



Employment History

 Staff Technical Artist, Unity 

 Oct 2023 - Feb 2024

As Staff Technical Artist at Unity, I take initiatives on the development of new experimental editor features, working with members of the Emerging Tech team to create proof of concepts, and validating upcoming editor features. 

- Editor features R&D 

- Features planning / documentation / validation 

 

 Senior Technical Artist / Technical Art Director, Unity

Jan 2022 - Oct 2023 

- Acting as the bridge between art and engineering while riding on bleeding edge technologies, deliver solutions for clients from around the world 

- Provide recommendations for artist tooling, content pipeline, workflow improvements, best practices, engine and editor bug fixes 

- Create artist engagement plans, document successes and knowledge gained, and provide artistic feedback to create team identit

 

Projects: 

Prehistoric Planet Immersive (Apple Vision Pro)

Unite 2023 "Fantasy Kingdom" Demo 

Siggraph 2023 "Orb" Demo

Unannounced Project

Kerbal Space Program 2 

 

Creative, Requiem

Personal Project

Jun 2017 - present

Requiem is available on steam in closed BETA, it's a new IP created from the ground up

  • action packed twin stick shooter

  • rich player investment features such as talent tree, weapon loots, item perks, unlockable skills, and scaling level progression

  • online leaderboard and stats tracking via steam

  • created in Unreal 4 using only blueprints

  • one man project

3D Generalist (Spec ops)/VFX Artist, Bungie Studios

http://www.bungie.net

Feb 2013 - Sep 2019

Destiny (PS3/XBOX360/PS4/XBOX ONE)

Destiny: The Dark Below

Destiny: House of Wolves

Destiny: The Taken King

Destiny: Rise of Iron (Consultant)

Destiny 2 (PS4/XBOX ONE/PC)

Destiny 2: Curse of Osiris (Consultant)

Destiny 2: Forsaken (PS4/XBOX ONE/PC)

Destiny 2: Annual Pass

Destiny 2: Shadowkeep

  • VFX

  • Rigging

  • Shaders

  • Modeling

  • Texturing

  • Gameplay Prototype

  • Animation

  • Dynamics

  • Workflow RND and Eval

  • Endgame raid encounters/mechanics design and implementation

  • Created designer friendly toolkit items using in-house tools for rapid prototyping and in-game mechanic iteration


3D Generalist, Sucker Punch Productions

http://www.suckerpunch.com

Sep 2010 - Feb 2013
Infamous: Second Son (PS4)

  • Gameplay prototyping/scripting
  • Shader prototype/development
  • Vehicle look-dev/pipeline/rigging/integration/modeling/texturing/planning
  • Environment assets blockout/planning/modeling/texturing
  • Mission asset design/creation/planning
  • Object animations/rigging
  • Cloth simulation/ph

 

Infamous 2 (PS3)
Infamous 2: Festival Of Blood (PS3)

  • Modeling and Texturing gameplay, cinematic, and user generated content assets
  • Use basic scripting techniques to prototype and finalize exciting and interactive assets for gameplay
  • Worked with animators to intergrate environments for mocap cutscenes

3D Artist CSG, Bungie Studios (via Xversity)

http://www.bungie.net

Jan 2010 - May 2010

Halo: Reach (Xbox 360)

  • Modeled and textured cinematic and in-game asset for Halo: Reach

  • Worked with the UI designer and created medals for multiplayer modes

  • Bug fixing and bug tracking for 3D art asset


Lead 3D Environment Artist, Ignition Entertainment Florida, http://www.ignition-ent.com/us/

Aug 2009 - Jan 2010

Unannounced FPS using the Unreal 3 Engine for XBOX360 and PS3

  • Worked with level designers to create block-out model for game environments

  • Managed a team of outsourcing artists and provided feedback and instructions on asset creation


3D Environment Artist, Ignition Entertainment Florida, http://www.ignition-ent.com/us/

November 2008 - Aug 2009

Unannounced FPS using the Unreal 3 Engine for XBOX360 and PS3

  • Modeled and textured various props based on concept drawings

  • Worked on environmental and effects decals

  • Worked with proprietary destruction system and prototyped various demos for evaluation

  • Worked with level scripters to create in game vignette with real time destructio


Lab Technician, Art Institute of Portland, http://www.artinstitutes.edu/portland

Spring 2006 - Summer 2008

- troubleshooting

- tech support (Photoshop, Illustrator, Maya, Final Cut Pro)



Other Interest

- Adept in Flash, Mel scripting, HTML

- Fan art "Frozen Throne" displayed in Blizzard Entertainment Fan Art program

- Passion for developing video games