↓ Games & Tech 🦊
- I’m a Sr 3D Generalist with nearly a decade of experience across games, tech, fashion, AR/VR, and digital humans. I started as a 3D Character Artist and later grew into a 3D Generalist because I enjoy learning different parts of the production pipeline. My strengths include sculpting, modeling, texturing, retopology, UV mapping, rigging, animation, lighting, rendering, and real-time optimization. I care about creating assets that are visually strong, technically clean, and efficient for game engines, web, mobile, and interactive experiences. At Amazon Fashion, I led 3D garment production for Virtual Try-On, creating and improving hundreds of clothing, shoe, accessory, and eyewear assets. I’ve also worked with engineers, scientists, overseas vendors, and cross-functional teams to improve pipelines, build asset libraries, and explore AI/ML-driven workflows. My background spans AR-Moji character systems, VR training simulations, realistic digital humans, 3D scan cleanup, XGen grooming, and translating fashion techpacks into 3D assets. I’m adaptable, detail-oriented, and comfortable moving between creative, technical, and production-focused tasks. I enjoy solving messy problems, improving workflows, mentoring others, and giving clear, useful art feedback. Overall, I bring a mix of artistic judgment, technical problem-solving, production experience, and curiosity to every 3D project I work on~
↓ Short Job EXP Summary 🦊
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Amazon Fashion (2022-2024) as a 3D Visual Artist: At Amazon, I’ve been leading the 3D garment creation pipeline for Virtual Try-On (VTO) products, producing hundreds of assets (clothes, shoes, accessories, eyewear) and managing outsource partners overseas for techpack production. Whether it’s optimizing assets for better web/mobile performance, creating an asset/material library or collaborating with scientists/engineers about AI/ML automation for garment and texture generation, I take pride in delivering work that shapes the future of online shopping.
- PhoneApp & Web: VTO3DAvatar, VTOEyewear, VTOShoes, ViewIn3D, VTO2DAvatar(prototype)
- Samsung Research America (2021-2022) as a Character Artist: At Samsung, I enhanced AR-Moji products, improving character blendshapes (lipsync/emotion) pushing boundaries of Text2Speech/Audio2Speech technology. Streamlining workflows (rigs/animation) and building tools to simplify processes that impact production. I won SRA President Award twice in my first year at Samsung Research Q1/Q4 2021 (ctrl+f & type: awards)
- VictoryXR/ChalkBites (2019-2021) as a PM/3D Generalist: This role was a whirlwind—developing AR/VR products, managing e-commerce clients, mentoring teams, and even creating corporate training simulations. I wore many hats and loved the challenge of balancing creativity with technical precision.
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Radical Convergence (2020-2021) as a Character Artist: I specialized in realistic digital human creation, diving deep into 3D scan clean-up, blendshapes, xgen and rendering realistic results.
- Character Creator for Games & Tech: DigitalHumans
- MatteFX Studios (2016-2017) as a Character Artist: My internship at MatteFX introduced me to the intricacies of realistic character modeling and experimental R&D—a solid foundation for the years ahead.
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Udemy (2016-Present) as an Online Mentor: Teaching has always been a passion of mine. Through my Udemy courses, I’ve reached thousands of learners: (learned how to give art feedback hundreds of times, video overs, live stream workflows on twitch etc), created a community with my highly rated tutorials that consistently landed on bestseller list on Udemy.
- I made Courses under a screen name YumeNeoui back in college as a way to pay my own tuition. I'm the sole production crew on this, from scripting, recording, editing videos to marketing. But hey, I made bank & It worked.
Softwares I Used: Maya, Blender, Photoshop, Illustrator, Substance Painter, Substance Designer, 3DCoat, Mari, Clo3D, Browzwear, Marvelous Designer, Marmoset Toolbag, Unity Game Engine, Unreal Game Engine, Git, Perforce, Confluence, Jira, Babylon.JS, Audacity, DaVinci Resolve & OBS
↓ What I look for 🦊
- I thrive in roles where I can keep learning, mentor, guide, and lead teams while fostering strong partnerships across disciplines like UX, engineering, and product teams. I’m always on the lookout for ways to improve workflows and automate processes. Whether it’s centralizing documentation or introducing new workflows, I aim to make production faster and smoother. Collaborating on prototypes and defining “North Star” visions has been a rewarding part of my work too, especially when it shapes future products and features. I approach every project with a mix of autonomy, accountability, and a proactive mindset. Balancing creative exploration with tight deadlines has become second nature.
Personally, I’m someone who thrives at the intersection of creativity and technology. I simply love doing art & I believe that as long as I can imagine it, I can create it.
↓ Industrial Design @ Uni~ 🦊
- I’m currently studying Industrial Design at Iowa State University after spending years building things in 3D and eventually getting curious about what happens when those ideas leave the screen. At some point, I wanted to understand how a digital model becomes a real object people can hold, use, break, fix, manufacture, and improve. Industrial Design has been teaching me how to think beyond the render and consider materials, ergonomics, manufacturing limits, prototyping methods, and how a product actually lives in the real world. It’s been fun, frustrating, and very humbling to learn that a beautiful 3D design still has to survive gravity, cost, tolerances, tools, users, and mass production. I like that it forces me to combine my 3D background with more practical problem-solving, where the goal is not just to make something look good, but to make it function first.