02e1840baa8e21930a78f3c17d6bb3cb
Junliang Zhang
Junliang Zhang
Environment | Lighting Artist | Technical Artist - WB Games
Salt Lake City, United States of America

Hello, my name is Junliang Zhang, I come from Shanghai, China. I am currently a 3D Environment Artist and Lighting Artist working at Avalanche Software - WB Games in Salt Lake City, USA. At the same time, I am currently studying Entertainment Arts & Engineering Program in Technical Arts track at the University of Utah.

Honestly, I have been playing video games for over 15 years since I was a kid. Especially, I really like AAA games because the AAA games stand for high-quality graphics and gameplay, which gave me a lot of inspiration and ideas to create awesome environments on my own. Therefore, my true interest is game art.

Honors:

- Polycount.Com 2 times Front Page Spotlight
- Interviewed by 80 Level for "Mimicking Prey and Alien Isolation Lighting in UE4"
- Interviewed by 80 Level for "Creating a Cyberpunk Chinese City in UE4"
- Interviewed by 80 Level for "Procedural Forest Terrain Production with Houdini and UE4"
- Interviewed by 80 Level for "Procedural Death Stranding Landscape in Houdini and UE4"
- Interviewed by The Rookies Blog for "Creating a Space Fighter with Substance Painter for Games"
- Interviewed by The Rookies Blog for "Creating Your First Snow Mountain with World Machine for Games"
- Interviewed by The Rookies Blog for "Creating a Chinese CyberNeon Game Environment In UE4"
- interviewed by Adobe Substance for "Creating a Cyberpunk Environment with Junliang Zhang"
- Community Spotlight on Unreal Engine official website
Video: https://www.youtube.com/watch?v=vIEZrYev7VY Start with 2.56
- Front page on Adobe Substance for "Creating a Cyberpunk Environment with Junliang Zhang"
- Front page on Weekly Unreal Engine for "CyberNeon Project"
- New York Film Academy BFA Game Design Alum Crafts Breathtaking World of ‘CyberNeon’ by Scott Rogers
- 瑞云渲染(RAYVISION) Siggraph 2019 独家专访(Exclusive Interview) - 赛博朋克: 霓虹中国(CyberNeon)
- Thepoly - 80.lv Houdini和虚幻4引擎个人独家专访 - 高效搭建森林场景(Procedural Forest Terrain)全流程中文技术解析教程
- Thepoly - 80.lv 虚幻4引擎个人独家专访赛博朋克: 霓虹中国(CyberNeon)全流程技术解析中文教程
- Thepoly - 80.lv 虚幻4引擎个人独家专访灯光技术的运用全中文教程

Awards:

The Rookies Site:
https://www.therookies.co/

The Rookie Awards 2019 - Rank A Certificate
The Rookie Awards 2019 - Draft Selection Certificate
The Rookie Awards 2019 - Game of the Year Finalist Certificate
The Rookie Awards 2019 - Game Design & Development - Finalist Certificate
The Rookie Awards 2019 - Education Scholarship - CG Master Academy - Winner
The Rookie Awards 2020 - Finalist - Studio Internships - Epic Games
The Rookie Awards 2020 - Finalist - Studio Internships - Ninja Theory

中文(Chinese Language):

The Rookies网站:
https://www.therookies.co/

The Rookie Awards 2019 - A级证书
The Rookie Awards 2019 - 新秀选拔证书
The Rookie Awards 2019 - 年度最佳比赛入围证书
The Rookie Awards 2019 - 游戏设计与开发-入围证书
The Rookie Awards 2019 - 教育奖学金- CG大师学院-获奖者
The Rookie Awards 2020 - 总决赛-工作室实习机会 - EPIC Games
The Rookie Awards 2020 - 总决赛-工作室实习机会 - Ninja Theory

- Polycount.com 著名CG游戏开发站点 2次登上网站首页

- Thepoly - 80.lv Houdini和虚幻4引擎个人独家专访 - 高效搭建森林场景(Procedural Forest Terrain)全流程中文技术解析教程

- Thepoly - 80.lv 虚幻4引擎个人独家专访赛博朋克: 霓虹中国(CyberNeon)全流程技术解析中文教程

- Thepoly - 80.lv 虚幻4引擎个人独家专访灯光技术的运用全中文教程

80.lv Houdini和虚幻4引擎个人独家教程 - 高效搭建死亡搁浅(Procedural Forest Terrain)全流程视频全教程

- 瑞云渲染(RAYVISION) Siggraph 2019 独家专访(Exclusive Interview) - 赛博朋克: 霓虹中国(CyberNeon)

- Adobe Substance独家专访 - 虚幻4引擎个人独家专访赛博朋克: 霓虹中国(CyberNeon) 材质分析中文技术教程

- The Rookies Blog 独家专访技术教程 - 使用Substance Painter创作一个游戏中的星际战舰 (Creating a Space Fighter with Substance Painter for Games).

- The Rookies Blog 独家专访技术教程 - 使用World Machine创作你第一个游戏雪山场景(Creating Your First Snow Mountain with World Machine for Games).

- The Rookies Blog 独家专访技术教程 - 赛博朋克: 霓虹中国(CyberNeon)全流程技术解析教程(Creating a Chinese CyberNeon Game Environment In UE4).

- 虚幻4社区每周最佳作品 - 赛博朋克: 霓虹中国(CyberNeon)

- 虚幻4 YouTube官方频道独家视频专访每周最佳作品 - 赛博朋克: 霓虹中国(CyberNeon)
视频地址:https://www.youtube.com/watch?v=vIEZrYev7VY 开始于2.56

Resume PDF

Skills

Digital PaintingEnvironment DesignRendering3D ModelingDigital SculptingEnvironment ModelingLightingLow-poly ModelingTexturing3D ScanningHigh-poly ModelingPBR TexturingPhysically Based RenderingTexture Baking

Software proficiency

Photoshop
Photoshop
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Substance B2M
Substance B2M
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
TopoGun
TopoGun
Marmoset Toolbag
Marmoset Toolbag
World Machine
World Machine
Unity
Unity
NDO
NDO
3DCoat
3DCoat
Unreal Engine
Unreal Engine
Quixel Suite
Quixel Suite
Megascans
Megascans
Knald
Knald
Unfold 3D
Unfold 3D
DDO
DDO
3ds Max
3ds Max
Maya
Maya
SpeedTree
SpeedTree
Houdini
Houdini
UVLayout
UVLayout

Productions

  • Misbits logo
    • Video Game
      MisBits
    • Year
      2020
    • Role
      3D Environment Artist
    • Company
      3BLACKDOT / Purple Lamp Studios
  • Ps4 vr
    • Video Game
      [PS4 VR]No Way Out - A Dead Realm Tale
    • Year
      2019
    • Role
      3D Environment Artist
    • Company
      Game Mechanic Studios / 3BLACKDOT
  • No way out
    • Video Game
      No Way Out - A Dead Realm Tale
    • Year
      2018
    • Role
      3D Environment Artist
    • Company
      Game Mechanic Studios / 3BLACKDOT
  • Header
    • Video Game
      Paws 'n Claws VR
    • Year
      2018
    • Role
      Lead Lighting Artist | Shading Technical Artist
    • Company
      Go-Ah! Games
  • Dead realm logo
    • Video Game
      Dead Realm
    • Year
      2017
    • Role
      3D Environment Artist | Lighting Artist
    • Company
      3BLACKDOT

Experience

  • Environment Artist | Lighting Technical Artist at WB Games | Avalanche Studio
    Salt Lake City, United States of America
    May 2020 - Present

  • 3D Environment Artist | Lighting Artist at 3BLACKDOT
    Los Angeles, United States of America
    June 2017 - June 2019

    3D Environment, lighting and props creation for the unannounced title

    Duties:

    - Responsible for making 3D Environment, lighting and props.

    - Designed visually interesting levels by creating assets, textures and shaders following a PBR workflow

    - Worked closely with art directors and level designers to create an ultra high quality exciting gaming world to explore while maintaining a great performance of the game.

    - Created high poly organic and hard surface models to generate high quality texture maps for some various assets.

  • 3D Environment Artist at Game Mechanic Studios
    Los Angeles, United States of America
    August 2018 - October 2018

    3D Environment, lighting and props creation for the No Way Out - A Dead Realm Tale.

    Duties:

    - Responsible for making 3D Environment, lighting and props.

    - Designed visually interesting levels by creating assets, textures and shaders following a PBR workflow.

    - Worked closely with art directors and level designers to create an ultra high quality exciting gaming world to explore while maintaining a great performance of the game.

    - Created high poly organic and hard surface models to generate high quality texture maps for some various assets. See less.

  • Lead Lighting Artist | Shading Technical Artist at Go-Ah! Games
    Los Angeles, United States of America
    January 2018 - May 2018

    Duties:

    - Responsible for making lighting and set dressing.

    - Designed visually interesting materials by creating assets, textures and shaders following a cartooning art styles

    - Worked closely with art directors and level designers to create an ultra high quality exciting gaming world to explore while maintaining a great performance of the game.

  • 3D Environment Artist Intern at 3BLACKDOT
    Los Angeles, United States of America
    October 2016 - May 2017

    3D Environment, lighting and props creation for Dead Realm (PC)

    Duties:

    - Responsible for making 3D Environment, lighting and props.

    - Designed visually interesting levels by creating assets, textures and shaders following a PBR workflow

    - Worked closely with art directors and level designers to create an ultra high quality exciting gaming world to explore while maintaining a great performance of the game.

    - Created high poly organic and hard surface models to generate high quality texture maps for some various assets.