2017–2024
Minecraft China
Art Director & Lead Artist
Localized the visual language and created event systems and Chinese social integration, in collaboration with Microsoft and Mojang.
Explore the case study →EXPERIENCE · NETEASE GAMES
The work behind the numbers.
My career spans art direction for 20+ commercial PC and mobile titles. The selection below outlines my contributions across character design, UX, visual direction, and team leadership.
Selected credits, not a complete title list. Contributions vary by project; Westward Journey Online and Mobile are grouped here. All projects are collaborative productions.
2017–2024
Art Director & Lead Artist
Localized the visual language and created event systems and Chinese social integration, in collaboration with Microsoft and Mojang.
Explore the case study →2021–2024
Senior Art Director
Led cross-team asset recreation for mobile, designed Eastern races and spaceships, and addressed mobile performance bottlenecks.
Explore the case study →2020–2023
Art direction
Directed 2D, 3D, UX and technical-art teams; aligned production with IP supervision across strategy, gameplay and technical visuals.
Explore the case study →2019–2024
Rendering & character visuals
Defined comic-style PBR shader direction, guided hero skill visuals and VFX optimization, and oversaw commercial skin production.
2016–2024
Art direction & production
Set art direction and reviewed quality and cost. Delivered 20 heroes in six months and established shader pipelines and style benchmarks.
Explore the case study →2017–2024
Worldbuilding & visual direction
Directed mecha and world design, supervised environment automation tools, and guided battle effects.
2019–2020
UX Lead
Created UI/UX flows and the emotional curve, drawing on idol-show aesthetics in Unreal Engine 4.
2014–2020
Art Manager
Guided water and weather VFX and the visuals of large-scale naval combat in NeoX.
PC & mobile
3D Character Designer → Art Manager
Redesigned a classic IP for mobile, developing its cartoon style and 2.5D rendering pipeline.
Explore the case study →2008–2012
3D Character Designer & Pipeline Lead
Character production and art pipeline development in NeoX.
BUILDING THE TEAM
I built and expanded the GT Art and Design Department, developing teams across technical art, UX, 2D and 3D art, and animation.
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