Hi, I'm Tsingtao, a technical artist. I graduated from
Rochester Institute of Technology with Master degree of Game Design and Development On August, 2025.
I focus on pipeline & tools development, procedural content generation, and graphics programming. I have extensive experience in with both Unity and Unreal Engine, and VR game development for Meta Quest. Meanwhile, I'm also a 3D environmental artist.
My projects include a game as capstone project, GPU raytracer, some of my work samples and artwork.
In my life, I'm a bass in choir, a good cook, and a hardcore racing gamer. I once built a steering wheel from motor and PBC boards.
Email: tsingzhang1@gmail.com
Phone: 585-615-0628
Technical Artist & Gameplay Programmer | 7 mo | 5-people project
This is an online VR 2-player co-op puzzle game made with Unreal Engine 5. In this deserted alien world, 2 players open portals with their laser tools and interact with escape room puzzles, in order to find their way back to earth.
My role for this project is technical artist and gameplay programmer. As a technical artist, I've designed and maintained asset production pipeline, built pipeline and PCG tools, created Art Bible, and managed art team. As a gameplay programmer, I've implemented multiple gameplay mechanisms, multiplayer GameMode for our project, and IK animation for players' avatars.
Technical Artist | 3 mo | solo project
This is a tech demo of a runtime procedural generation game, developed and tested on both Unreal and Unity, leveraging each of their own strengths.
I utlized compute shader to calculate the transform for each instance, and the vertex shader takes data directly from GPU. Therefore no CPU is involved in runtime procedural generation.
This section holds my artwork collection, including my work sample at The Forge
On the right is my environment art piece made in Blender.
Skills I used:
Modeling (sculpting and hard surface)
Procedural technical shading and texture painting
animation and video editing.
Software:
Blender
Substance Painter
Photoshop
Graphics Programmer | 3 mo | 2-person project
This is a Ocean Simulator shader based on Raytracer (See GLSL Raytracer below).
The shader is written in GLSL run with OpenGL.
My contribution includes caustics effect, mouse clicking interaction, and ripple effect.
Graphics Programmer | 4 mo | solo project
This is my individual project assignment for CSCI-711 Global Illumination.
I recreated the Whitted-style ray tracing image using OpenGL and GLSL by defining spheres and triangles in the shader.
Utilizing the power of modern GPU, I could generate the image in real time.
My work consists of ray-object intersection (object includes sphere and triangles),
global lighting and shadowing using ray tracing,
texture, reflection, refraction, as well as tone reproduction as post processing.
Gameplay Programmer | 3 mo | group research project
This is my summer work as Graduate Research Assistant in RIT. The research focuses on how gameplay parameters affect user's exercise intensity.
Based on an existing project made with Unity, I optimized the gameplay to fit for long-time user data collection, configured a wireless live testing environment, and implemented an auto-aiming, block-avoiding AI shooter.