Jim Zhao

Language

Work Experience

Unity Technical Artist Intern at Tencent Games
September 1, 2022 - September 20, 2025
Developed a Unity liquid shader template for Call of Duty: Mobile’s gun skin pipeline based on Gerstner wave. Created a parametric control and wobbling effect system with C# scripts in Unity. Implemented Crossfire’s Unity character ability VFX, including Ice Spike and Hexagon Shield, used by 20,000 players, in collaboration with the design team.
Unity Technical Artist / Technical Designer Intern at Lumis Corp.
August 1, 2024 - September 20, 2025
Collaborated with engineers to integrate technical features and animation systems into existing AR frameworks, optimizing for efficiency. Worked with programmers and 7 medical consultants to translate needs into technical solutions and fast prototypes in Unity. Developed a Maya rigging tool to batch-generate skeletons for patients of various types and genders, reducing production time by 90%. Developed the heart blood flow and lung prototype with parametric control systems for organ visualization.
Unity Game Design Intern at NetEase Games
September 1, 2021 - September 20, 2025
Designed and created Revelation: Mobile’s game store UI with Figma and Unity C# scripts. Designed special events gameplay and developed level prototypes for two Chinese traditional festivals. Fixed level and mission system issues with developer tools in Unity. Experienced in data-driven design, managed costume, quest, and LQA data in Excel and implemented logic in Unity, collaborating with a Korean team.
Level Designer / Game Designer at Phaedonian Maze
April 1, 2023 - September 20, 2025
Designed and developed core gameplay around energy transitions: electricity, light, mirrors, and fire. Built prototypes of five themed levels — temples, cave, castle, and battery factory — centered on puzzles based on energy flow. Designed, created and polished 6 level prototypes (47 puzzles total) using Blender-made props; 4+ hours of gameplay. Showcased the game at the Communication University of China’s Graduation Expo; received 600+ positive player feedbacks.
Game Designer / Level Designer / Programmer / 3D Artist at The Dream of Chained Sisyphus
March 1, 2022 - September 20, 2025
Designed and developed core gameplay based on dynamic spring simulation. Designed and created prototypes of 5 levels, including the black-and-white film, deep sea, Salvador Dali, Hell and Heaven. Created character rigging and animation, and stylized environment assets with Blender.
Level Designer / Game Designer at Dongpo’s Zen World (Unity VR Game)
January 1, 2023 - September 20, 2025
Developed Unity VR bow-and-arrow core mechanic themed on classic Chinese cuisine. Created, textured, rigged and animated the level environmental and enemy assets with Blender. Designed level including 4 enemy-driven arenas — Great Wall, bamboo forest, river, castle with different spawn points. Implemented three enemies: Dongpo Pork (ground), Pufferfish (flying), and Scallop (timed weak spot), requiring vertical awareness and timing.
Level Designer / Game Designer at Memory in Kunqu’s Shadow (Unity Narrative Game)
April 1, 2023 - September 20, 2025
Conceived and implemented light and shadow-interaction core mechanics inspired by traditional Chinese shadow puppetry and opera. Built 5 Unity level prototypes around classical Chinese poems, pacing narrative with Jenova Chen’s emotional-intensity curve. Created 16 light-shadow puzzles (scale & color) using interactable objects including screens, moons, windows, spotlight and lanterns. Rigged 2.5D characters in Unity and animated a Kunqu-opera dance sequence used in the interaction and puzzles.
Game Designer / Programmer / Technical Artist at Rifts: Shadow’s Ascent (Team 3D Action Game)
December 1, 2024 - September 20, 2025
Developed the core gameplay 'shadow step' (teleport to the nearest stealth area) and UI using blueprint/C++ with game designers. Set up character animation blueprint, cloth simulation, state machines and AI behavior tree by collaborating with artists. Conducted multiple rounds of playtesting with 750 players; iterated based on feedback and achieved a 94% positive rating.
Unity Technical Artist Intern at Tencent Games TiMi Studio
September 1, 2022 - September 20, 2025
Developed a Unity liquid shader template for Call of Duty: Mobile’s gun skin pipeline based on Gerstner wave; created a parametric control and wobbling effect system with C# scripts in Unity; produced Crossfire's Unity character ability VFX (Ice Spike and Hexagon Shield) used by 20,000 players with the design team.
Unity Technical Artist / Technical Designer Intern at Lumis Corp
August 1, 2024 - September 20, 2025
Collaborated with engineers to integrate technical features and animation systems into existing AR frameworks, optimizing for efficiency; translated needs to technical solutions and fast prototypes in Unity with programmers and 7 medical consultants; developed a Maya rigging tool to batch-generate skeletons for patients of various types and genders, reducing production time by 90%; developed heart blood flow and lung prototype with parametric control systems for organ visualization.
Unity Game Design Intern at NetEase Games
September 1, 2021 - September 20, 2025
Designed and created Revelation: Mobile’s game store UI with Figma and Unity C# scripts; designed special events gameplay and prototypes for two Chinese traditional festivals; fixed level and mission system issues with developer tools in Unity; experienced in data-driven design, managed costume, quest, and LQA data in Excel and implemented logic in Unity with Korean Team.
Level Designer / Game Designer at Phaedonian Maze (Team 3D Puzzle Game)
April 1, 2023 - September 20, 2025
Designed and developed core gameplay around energy transitions: electricity, light, mirrors, and fire; built prototypes of five themed levels — temples, cave castle, and battery factory — centered on puzzles based on energy flow transition; designed, created and polished 6 level prototypes (47 puzzles total) using Blender-made props; showcased the game at Graduation Expo and received 600+ positive player feedbacks.
Game Designer / Level Designer / Programmer / 3D Artist at The Dream of Chained Sisyphus
March 1, 2022 - September 20, 2025
Designed and developed the core gameplay based on dynamic spring simulation; prototyped 5 levels, including the black‑white film, deep sea, Salvador Dalí, Hell and Heaven; created character rigging and animation, and stylized environment assets with Blender.
Level Designer / Game Designer at Dongpo’s Zen World
January 1, 2023 - September 20, 2025
Developed Unity VR bow-and-arrow core mechanic themed on classic Chinese cuisine; created, textured, rigged and animated the level environmental and enemy assets with Blender; designed level including 4 enemy-driven arenas and different spawn points; implemented three enemies: Dongpo Pork (ground), Pufferfish (flying), and Scallop (timed weak spot).
Level Designer / Game Designer at Memory in Kunqu’s Shadow
April 1, 2023 - September 20, 2025
Conceived and implemented light-and-shadow interaction core mechanics inspired by traditional Chinese shadow puppetry and opera; built 5 Unity level prototypes around classical Chinese poems, pacing narrative with Jenova Chen’s emotional-intensity curve; created 16 light-shadow puzzles (scale & colour) using interactable objects including screens, moons, windows, spotlight and lanterns; rigged 2.5D characters in Unity and animated a Kunqu-opera dance sequence used in the interaction and puzzles.
Game Designer / Programmer / Technical Artist at Rifts: Shadow’s Ascent
December 1, 2024 - September 20, 2025
Developed the core gameplay ‘shadow step’ (teleport to the nearest stealth area) and UI using Blueprint/C++ with game designers; set up character animation blueprint, cloth simulation, state machines and AI behavior tree by collaborating with artists; conducted multiple rounds of playtesting with 750 players and iterated based on feedback to achieve a 94% positive rating.
Unity Technical Artist Intern at Tencent Games TiMi Studio
September 1, 2022 - September 20, 2025
Developed a Unity liquid shader template for Call of Duty: Mobile’s gun skin pipeline based on Gerstner wave; created parametric control and wobbling effect system with C# scripts in Unity; produced Unity character ability VFX (Ice Spike, Hexagon Shield) used by 20,000 players in collaboration with the design team.
Unity Technical Artist / Technical Designer Intern at Lumis Corp.
August 1, 2024 - September 20, 2025
Collaborated with engineers to integrate technical features and animation systems into AR frameworks, optimizing performance. Worked with programmers and 7 medical consultants to translate needs into technical solutions and fast Unity prototypes. Developed a Maya rigging tool to batch-generate skeletons for patients of various types and genders, reducing production time by 90%. Developed heart blood flow and lung prototype with parametric control systems for an organ visualization system.
Unity Game Design Intern at NetEase Games
September 1, 2021 - September 20, 2025
Designed and created Revelation: Mobile’s game store UI with Figma and Unity C# scripts; designed special events gameplay and developed level prototypes for two Chinese traditional festivals with Unity; fixed level and mission system issues and created tools for Unity workflows; experienced in data-driven design, managed costume, quest, and LQA data in Excel and implemented Unity logic with the Korean team.
Level Designer / Game Designer at Phaedonian Maze
April 1, 2023 - September 20, 2025
Designed and developed core gameplay around energy transitions: electricity, light, mirrors, and fire; built prototypes of five themed levels—temples, cave castle, and battery factory—centered on puzzles based on energy flow transition; designed, created and polished 6 level prototypes (47 puzzles total) using Blender-made props; 4+ hours of gameplay; showcased at the university graduation expo with 600+ positive player feedback.
Game Designer / Level Designer / Programmer / 3D Artist at The Dream of Chained Sisyphus
March 1, 2022 - September 20, 2025
Designed and developed core gameplay based on dynamic spring simulation; designed and created prototypes of 5 levels including the black-white film, deep sea, Salvador Dali, Hell and Heaven; created character rigging and animation, and stylized environment assets with Blender.
Level Designer / Game Designer at Dongpo’s Zen World
January 1, 2023 - September 20, 2025
Developed Unity VR bow-and-arrow core mechanic themed on classic Chinese cuisine; created, textured, rigged and animated level environmental and enemy assets with Blender; designed 4 enemy-driven arenas—Great Wall, bamboo forest, river, castle with different spawn points; implemented three enemies: Dongpo Pork (ground), Pufferfish (flying), and Scallop (timed weak spot).
Level Designer / Game Designer at Memory in Kunqu’s Shadow
April 1, 2023 - September 20, 2025
Conceived and implemented light and shadow-interaction core mechanics inspired by traditional Chinese shadow puppetry and opera; built 5 Unity level prototypes around classical Chinese poems, pacing narrative with emotional-intensity curve; created 16 light-shadow puzzles (scale & color) using interactive objects including screens, moons, windows, spotlight and lanterns; rigged 2.5D characters in Unity and animated a Kunqu-opera dance sequence used in interaction and puzzles.
Game Designer / Programmer / Technical Artist at Rifts: Shadow’s Ascent
December 1, 2024 - September 20, 2025
Developed the core gameplay ‘shadow step’ (teleport to the nearest stealth area) and UI using blueprint/C++ with game designers; set up character animation blueprint, cloth simulation, state machines and AI behavior trees by collaborating with artists; conducted multiple rounds of playtesting with a total of 750 players; iterated based on feedback and achieved a 94% positive rating.

Education

Master of Entertainment Technology at Entertainment Technology Center, Carnegie Mellon University
January 1, 2023 - January 1, 2025
Bachelor of Digital Entertainment (Game Design) at Communication University of China
January 1, 2018 - January 1, 2023
Master of Entertainment Technology at Entertainment Technology Center, Carnegie Mellon University
January 1, 2023 - January 1, 2025
Bachelor of Digital Entertainment (Game Design) at Communication University of China
January 1, 2018 - January 1, 2023
Master of Entertainment Technology at Entertainment Technology Center, Carnegie Mellon University
January 1, 2023 - January 1, 2025
Bachelor of Digital Entertainment (Game Design) at Communication University of China
January 1, 2018 - January 1, 2023

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education, Computers & Electronics