Hi. I'm Sen Wu,
A video game Technical Artist based in Düsseldorf. And this is my personal website.
Learn about what I doA video game Technical Artist based in Düsseldorf. And this is my personal website.
Learn about what I doI am Sen Wu,a game technical artist at Ubisoft Düsseldorf.I specialize in writing shaders in Cg/HLSL, in developing tools in Unity 3D with C# and in 3dsMax with MAXScript. Earlier, I worked for GameArk at Kunlun Tech and Perfect World as a technical artist. Before that, I worked at Crystal CG, creating interactive installations with CryENGINE 3 and AS2. I am also a fine art enthusiast.
2020-Present
Write tools in C# for art teams and shaders in Cg for
Assasin's Creed Nexus VR,
while doing environment setups and profiling/optimization.
2016-2020
Write shaders & image FX with HLSL and C# for mobile MMO game Chinese Paladin Mobile. Develop tools using MAXScript and C# for the art team. Write shaders for the game BLEACH Kyo・Kai-Tamashinokakusei.
2014-2016
Develop tools using MAXScript,C# and limited Python to support the environment and animation pipeline, for Final Fantasy Awakening and Torchlight Mobile . Diagnose assets issues, write batch tools in 3ds Max, Unity, Maya and MotionBuilder.
2010-2014
Utilize CryENGINE 3 to create interactive installations, virtual navigations and digital rehearsals. Focusing on UI scripting(AS2) and Flow-Graphing. Also responsible for creating environment art and VFX, and character and vehicle steup. Integrate CryENGINE 3 with input peripherals such as Kinect,infrared sensor and laser radar.
Here are some tools I wrote in Unity and DCCs.
Customized Thumbnail Renderer for Project Window.
Editor tool to visualize the texel density of art assets.
Vertex Weighted LOD Reduction in character technical pipeline.
Vertex Animation Texture With Playlist.
An customized toolset that can inherit and tweak Morpher animation.
Rebuild skeleton structure after the character is animated, and batch bake and export animations.
Show the atlas UV layout of multiple to-be-atlased fbxs, see if there is a waste of UV space.
Different from Unity's default Animation component inspector, this customized one can search for and delete specific Animation member on a prefab.
It creates and manages prefabs from fbx files, animation clips and other assets. Configurations can be saved as XML files.
A tool a take screenshots with transparency in Unity.
Here are some shaders I wrote in Unity.
The underwater shader and FX I created for Assassin's Creed Nexus VR.
Cloth Sway Shader for Assassin's Creed Nexus VR.
Parallax shader I coded for Assassin's Creed Nexus VR.
Cartoonish style based on PBR rendering techniques.
Stylized waves, and it forms natural foam belt with river banks.
Interactive flower bushes.
Leave bending shader.
Depth of field effects for "Chinese Paladin Mobile".
Leisure time paintings I did.
Non-alcoholic version of XXXX.
Legendary pirate Anne Bonny.
A medieval warrior.
Han
Concept poster for movie "Tale of Lv Bu".
Video demonstrations of my works.