I am Chun Yujin, an FX artist with a Bachelor's degree in Animation and over three years of production experience in the visual effects industry. I specialize in Houdini-based simulations—pyro, particles, environmental effects, destruction, and magical FX—and I have hands-on experience delivering both cinematic and real-time FX pipelines in Unreal Engine. I thrive under tight production schedules and enjoy collaborating with lighting, compositing, and other teams to make FX feel integrated and story-driven. Beyond production work, I pursue personal projects to push photorealistic, live-action style FX and expand my real-time capabilities with Niagara and Unreal Engine. I am proactive, adaptable to new pipelines, and comfortable working in remote, cross-team environments while contributing ideas to improve efficiency and visual quality.

Chun Yujin

I am Chun Yujin, an FX artist with a Bachelor's degree in Animation and over three years of production experience in the visual effects industry. I specialize in Houdini-based simulations—pyro, particles, environmental effects, destruction, and magical FX—and I have hands-on experience delivering both cinematic and real-time FX pipelines in Unreal Engine. I thrive under tight production schedules and enjoy collaborating with lighting, compositing, and other teams to make FX feel integrated and story-driven. Beyond production work, I pursue personal projects to push photorealistic, live-action style FX and expand my real-time capabilities with Niagara and Unreal Engine. I am proactive, adaptable to new pipelines, and comfortable working in remote, cross-team environments while contributing ideas to improve efficiency and visual quality.

Available to hire

I am Chun Yujin, an FX artist with a Bachelor’s degree in Animation and over three years of production experience in the visual effects industry. I specialize in Houdini-based simulations—pyro, particles, environmental effects, destruction, and magical FX—and I have hands-on experience delivering both cinematic and real-time FX pipelines in Unreal Engine. I thrive under tight production schedules and enjoy collaborating with lighting, compositing, and other teams to make FX feel integrated and story-driven.

Beyond production work, I pursue personal projects to push photorealistic, live-action style FX and expand my real-time capabilities with Niagara and Unreal Engine. I am proactive, adaptable to new pipelines, and comfortable working in remote, cross-team environments while contributing ideas to improve efficiency and visual quality.

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Experience Level

Expert
Expert
Intermediate

Language

Korean
Fluent
English
Intermediate

Work Experience

FX Artist at Alfred Imageworks
April 1, 2023 - April 1, 2025
Built real-time Niagara particle FX and texture-based electrical FX, and VDB smoke to shape temporal pacing, atmospheric buildup, and cinematic visual flow. Contributed to multiple projects including TimeTakers (2025-10 to 2026-01), Blade & Soul cutscenes (2025-08 to 2025-11), Seven Knights: Rebirth (2024-02 to 2024-12), and Nexon: DNF Khazan (2023-11 to 2024-01). Created reusable FX assets and efficient Nuke pipelines using a 3D projection workflow, designed monster auras with advection techniques and fire-based effects, and produced a range of smoke, breath, trails, and shockwaves with Houdini, Maya, and Nuke. Also developed procedural tools to streamline splashing fluid workflows and built real-time FX in Unreal via Niagara (Explosion/Impact/ParticleFX), including basic material/texture FX workflow and real-time optimization.

Education

Bachelor's degree in Animation at Hoseo University
March 1, 2017 - August 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Gaming