RESUME

Ming Yin (Mike)
Lead Artist
(514)781-9972
yinming1999@hotmail.com
http://art-1999.blogspot.com/

PERSONAL STRENGTHS:
More than 18 years experience in video game industry, multiple full cycle AAA games development;
Strong skills in industry standard tools such as 3DS Max, Maya, ZBrush, Substance, Photoshop,  and various support softwares;
Outstanding problem solving skills, quick to identify and resolve issues, and good understanding of technical dependencies and engine limitations;
Excellent ability to plan, organize, prioritize the task and to meet the deadlines on time;
Work well in a large team environment; proactive, and have excellent communication skills;

Passion for making great games.

TECHNICAL TOOLS:
3D Software: 3ds Max, Character Studio, Deep Paint, Z-Brush, Maya, Substance;
2D Software: Photoshop, Painter, Premier, After Effect, Illustrator, Flash;
Engine: Unreal, Anvil, Dunia and Frostbite.

EDUCATIONAL BACKGROUND:

Sept, 1992-Jul, 1996 East China Normal University, Department of Fine Arts, Shanghai, China

WORK EXPERIENCE:

Apr, 2022 - Present  HoYoverse
Working in an unannounced AAA project (WIP)
Position: Lead Artist/Art Director

Sept, 2019 - Apr,2022  TiMi Tencent
Working in an unannounced project
Position: Lead Artist

Jul, 2016 - Aug,2019 EA Motive
Working in an unannounced AAA project (WIP)
Engine: Frostbite
Position: Senior Environment Artist

- Work for Demo map (Fondor) for E3;
- In charge of first mission (Liberty) from scratch to final;
- Finalize the shopping list and estimate the working forces and schedule;
- Create all placeholders to set up the layout for first gameplay test;
- Create all structures and PBR textures and shaders;

- Continue to work for DLC map (Asteroid)

Nov, 2004 - Jul, 2016 UBISOFT Montreal

Sept, 2015—Jul, 2016    Assassin’s Creed Empire (WIP)
Engine: Anvil
Position: Senior Level Artist
Duties:
- In charge of a main city environment work as senior level artist;
- Cooperate with level designer to finish the city bible book, which includes history, economy, population, architecture, landmarks and city layout etc.
- Finalize the shopping list and estimate the working forces and schedule;
- Create all placeholders to set up the city layout for first gameplay test;
- Finish the first pass for all architectures and landmarks. Validate the technical check list before sending to outsourcing for final visual pass;
- Cooperate with shader artist to create highly optimized materials and textures for real-time rendering;
- Adhere to the aesthetic and technical standards set by the art director and Environment Lead;
- Polish the terrain, create environment skybox and set up the correspondent atmosphere;

Mar, 2015—Aug, 2015    Assassin’s Creed Syndicate (Xbox One and PS4)
Engine: Anvil
Position: Senior Level Artist
Duty:
- Work with level designer and mission designer to create the world environment;

- Coordinate with Quebec Studio to finalize all content and assets;
- Work for landmarks such as Alhambra Theatre, Starrick Workshop (including interior);
- Accomplish level art task for E3 Demo;
- Cooperated with shader artist to create highly optimized materials and textures for real-time rendering;
- Adhere to the aesthetic and technical standards set by the art director and World  Lead.
- In charge of the final level art polish work for District Strand 5 of London;
- Troubleshoot technical and artistic issues;
- Polish, optimize and debug.

Aug, 2013—Feb,2015    Far Cry 4 DLC (UBISOFT Shanghai)
Engine: Dunia
Position: Senior Level Artist
Duty:

- Help set up the project as member of the early core team;
- Deliver prototype map to showcase the world scope and gameplay details. Support on how the tool should be developed for artists;
- Deliver visual benchmark map as lead artist to help improve the capabilities of our engine to Pipeline/Tech team;
- Work for gameplay intention and level art intention, search for the references;
- In charge of the whole  open world map as lead artist; Implicate in all side missions;
- Create the whole world terrain from World Machine and polish it in Dunia, Paint all terrain materials;
- Locate all Mission locations and finalize the place of major POI and minor POI;
- Create all Roads and Collection System. Place rough particle for VFX intention;
- Troubleshoot technical and artistic issues
- Polish, optimize and debug.


Sept, 2012—Aug, 2013    Assassin’s Creed IV Black Flag
Engine: Anvil
Position: Senior Level Artist
Duty:
- Work with level designer for world build and level layout for Nassau and Fishman village;

- Take ownership of all Nassau and Fishman village regular houses;- Create the landmarks such as: wood RHP Tower, Warehouse (including the interior) and Small Church; 
-Create Best-in-Class materials and textures for multiplayer and campaign environments;
- Cooperated with shader artist to create highly optimized materials and textures for real-time rendering;
- Adhere to the aesthetic and technical standards set by the art director and world lead;
- Polish the terrain and finish all level art work for Nassau Island, Fishman Village and Pirate Camp;
- Troubleshoot technical and artistic issues;
- Polish, optimize and debug.

Nov, 2011—Sept, 2012  Assassin’s Creed III (Xbox 360, PS3)
Engine: Anvil
Position: Senior Level Artist
Duty:
- In charge of side mission Modern Tower;
- Work for the game play intention and level art intention, search for references;
- Finalize the world build and whole level layout with level designer;
- Create the most of map modeling and help shader artist for materials and shader creation, to achieve the realistic 3D environment;
- Take part in the final level art work for New York City;
- Polish, optimize and debug.


Nov, 2010-Oct 2011 Assassin’s Creed Revelation (Xbox 360, PS3)
Engine: Anvil
Position: Senior Level Artist

Mar, 2010-Sept,2010 Assassin’s Creed Brotherhood (Xbox 360, PS3)
Engine: Anvil
Position: Level Artist


Jul, 2006-Feb, 2010 Splinter Cell 5 Conviction (Xbox 360, )
Engine: Unreal
Position: Level Artist
Duty:
- Implement map artistic style based on the art director's requirement;
- In charge of the whole level art work for level Airport;
- Participate in art and level design prototype, and create the rough modeling and placeholder;
- Search references and help modeller and shader artist to create all assets;
- Integrate all assets into world and finalize the final level art;
- Create Occluder mesh, add the Lighting, proxy AO, Zone VIS and Zone Go, build the AO and SHLight;
- Polish, optimize and debug.

Apr, 2005-Dec, 2006 POP The Two Thrones (Xbox, PS2, GC)
Engine: Jade, Magma
Position: Senior Menu and Interface
Duty:
Work directly for art director, establishing the look of the game’s front-end user interface, in-game HUD, and additional art content to maintain a consistent visual aesthetic across all UI assets
Generate assets for front-end menus, icons, buttons, widgets, backgrounds, data displays, top-down maps, etc., from concept to final polished product
Work with Engineers to ensure that all assets appear in-game to specification and within technical constraints
Polish, optimize and debug.


Nov, 2004-mar, 2005 Splinter Cell 3 Chaos Theory (PS2)
Engine: Unreal, Magma
Position: Menu and Interface


May, 1998-Nov, 2004 UBISOFT Shanghai


The projects participated in as Modeler and 3D Artist:
-2000 Rayman 2 The Great Escape (PS)
-2001 F1 Racing Championship (PS2)


The projects participated in as Menu and Interface:
-2002 Ghost Recon ( PS2&GC)
-2003 Splinter Cell (PS2&GC)
-2004 Rainbow six 3 Raven Shield (PS2&GC)


ARTISTIC ACTIVITY:

-Sept, 2003 Shanghai Contemporary Art Exhibition (Shanghai, China);
-Mar, 2002 24:30 Contemporary Art Exhibition (Shanghai, China);
-Oct, 2001 Portraits of 100 artists (Nanjing, China);
-May, 2000 Shanghai Youth Art Biennale Exhibition;
-Mar, 1996 Exhibition of works of students majored in fine arts in Shanghai.