About Me
Half artist, half coder, obsessed with making something fun, impressive, and alive.
Skills:
- Rigging (characters, creatures, FACS-based expressions)
- Animation Retargeting
- In-engine Behavior Systems
- Rigging and animation tool/pipeline development (Python, Qt, Maya API)
Showreel
2025 rigging and animation showreel: Link
Personal Animation

Overview
It’s a stylized 6-minute animation. Created with Maya + RenderMan mainly. All visuals crafted independently; music composed collaboratively.
Concept & Storyboard
The project started from a simple question: how does an unlikely creature want to fly?
I built the narrative around an ant, then developed the full ecosystem: blue-tree forests, walnut-house interiors, and daily-life vignettes that support the emotional arc.

3D Modelling & Rigging
Asset creation (characters, props, sets, etc) was done in Maya. Character and prop rigs were designed for deformation quality, and animation efficiency. Textures were hand-painted and stylized, inspired by Arcane.


Animation & Compositing
Animation workflow: layout, blocking, polish. Then the simulation and 2D FX elements. All shots were finalized in Nuke, where lighting, and compositing pulled the look together.

Final Clips

Script

Overview
This desktop pet is fully Python-based with no external game engine.
Source code on GitHub
Pet Behaviours
I designed and painted pixel animations: idle loops, interactions, expressions, and behaviour variants. To keep the pet believable, behaviours are state-driven and context-aware.
For example:
When the pet is focused on a task, interrupting it with food triggers annoyance.
Idle behaviours branch into multiple variants for natural randomness.
Hover, click, meal-time, and birthday states all drive specific reactions.

Core System & Animation State Machine
The desktop pet runs on a custom framework that I engineered end-to-end in Python: configurable behaviour system, animation state machine and UI system (PyQt).




Overview
A Python-driven kinematic hair-binding tool for Maya, designed to accelerate character production and remove repetitive manual setup.
Source code on GitHub
Workflow and main code
Core stages:
Curve Extraction – Convert the hair mesh into guide curves, aligned along the mesh’s central axis rather than surface flow.
Curve Rebuild & Joint Generation – Rebuild clean curve topology and procedurally generate joints along each strand.
Kinematic Hair Physics System – Build a lightweight physics hierarchy to drive secondary motion.
Mesh Skinning – Bind the hair meshes to their joint chains through a streamlined batch-skinning routine.

Concept Design
Overview
This project explores a biopunk world-building concept set in a fantastical post-apocalyptic landscape.
In this universe, creatures survive by scavenging industrial remnants scattered across a ruined world and grafting them onto their own bodies. Over generations, this behavior drives species-wide mutation and gives rise to hybrid biomechanical organisms.
Map Concept

Creature Concept(3D)

Game Concept(3D)

Concept
A small town inhabited by worms who live peaceful, contented lives.

Character Design
Aili and Devin are police partners and … soulmates.
Aili is impulsive and high-strung, acting before she thinks and showing no emotion.
Devin, a bird-folk boy who wears every feeling on his face, constantly worries about her.


3D Printing
Overview
This character is inspired by a book called Shui Hu Zhuan (Water Margin). The project covers a full end-to-end production pipeline: modeling, rendering, 3D printing, surface prep, and hand-painting.
The goal was to translate a traditional character into a stylized digital sculpt and a physical collectible while preserving character personality and historical aesthetics.

Artwork

Experience
miHoYo opened its doors in 2012 and has delivered globally recognized IPs such as Genshin Impact®, Honkai Impact 3rd®, Honkai: Star Rail®, and Zenless Zone Zero®.
3D Character facial expression production.

UBISOFT SHANGHAI
Rigger / Technical Animator
2023.8 — 2025.4
https://www.ubisoft.com/en-us/company/careers/locations/shanghai
Ubisoft Shanghai studio opened its door in 1996 and has worked on major Ubisoft brands such as Just Dance®, Far Cry®, The Crew®, Assassin’s Creed®, Might & Magic® and Tom Clancy’s Splinter Cell®.
Animal rigging, Animation system implementation in-engine.


Character, costume, and gear rigging.

Pipeline tools coding.
Hypergryph was founded in 2017 and has become a leading creative force in the Chinese game industry, known for developing major titles such as Arknights®, Ex Astris®, and POPUCOM®.
Hair and cloth simulation.

Education
Tongji University
Animation (BA)
2019 - 2023
Tongji University’s Animation program—rooted in a top global institution ranked QS Top 20 rigorous artistic and technical training across 2D/3D production.
Completed the Animation program at Tongji University with a GPA of 4.79/5, with coursework spanning acting, 2D and 3D animation, modeling, rendering, compositing, and sound design.
A Little More About Me
My interests?
– Rock ’n’ roll and bass guitar (RHCP yes!!).
– Games (RPG and shooting).
– Strength training and anything that gets me outdoors.
– Sudoku.