As a Technical Artist working on procedural content generation (PCG), I shaped the
visual identity of in-game worlds — using procedural techniques to deliver captivating,
dynamic environments across two shipped titles.
Delta Force — Biome Procedural Generation三角洲行动 —— 生物群系程序化生成
Designed and generated multiple environments through procedural pipelines.
The work spans terrain data analysis, vegetation scattering, and geography-informed
color grading — building the systems that give each landscape its own character.
Geographic data analysis地理数据分析Through careful calculation and analysis of terrain information, multiple sets of geographic data are derived to drive downstream generation.通过对地形信息的细致计算与分析,导出多套地理数据,驱动下游生成。
Terrain appearance地形外观Procedural terrain shading and layering that define how each landscape reads at a glance.程序化地形着色与分层,决定每片地貌的第一眼观感。
Vegetation scattering植被散布Density and species of scattered vegetation driven by geography and biome masks.散布植被的密度与种类,由地理信息与生物群系遮罩驱动。
Geography-informed tint maps地理色彩映射A color map based on geographic information tints both terrain and vegetation, boosting immersion and realism.基于地理信息的色彩图为地形与植被上色,提升沉浸感与真实感。
Terrain data analysis — strata & faults地形数据分析 —— 地层与断层Derived geographic data layers导出的地理数据层
Terrain appearance + vegetation scattering, tinted by geography地形外观 + 植被散布,按地理信息上色
In-Engine引擎画面
02COD: MOBILE · 2021.07–11
Call of Duty: Mobile — Black Out使命召唤手游 —— Black Out
Contributed to the Black Out level by producing vegetation scattering — crafting
realistic, visually striking landscapes through meticulous vegetation placement, within the
fast-paced constraints of mobile.
参与 Black Out 关卡的植被散布制作 —— 在移动端快节奏的约束下,通过精细的植被摆放,
打造真实而醒目的地貌。
Vegetation scattering植被散布Produced the Black Out level's vegetation — realistic placement tuned for mobile performance.制作 Black Out 关卡的植被 —— 面向移动端性能调优的真实摆放。
Mobile constraints移动端约束Balanced visual density against the fast-paced, resource-limited mobile environment.在快节奏、资源受限的移动环境下平衡视觉密度。