I am an experienced rendering programmer with over 10 years of hands-on expertise in real-time and offline computer graphics. I specialize in implementing advanced rendering features, optimizing rendering pipelines, and integrating cutting-edge graphics research into production. Passionate about graphics technology, I actively contribute to open-source projects and continually improve my skills through self-learning. Comfortable working in both AAA studios and smaller teams, I am always ready to collaborate and share knowledge. Throughout my career, I have worked at major companies including Ubisoft Shanghai and Tencent QQSpeed project, where I contributed to high-profile projects and developed innovative rendering features and tools. My core technical skills include C/C++, C#, HLSL/GLSL, DirectX, Vulkan, Unity, OGRE, and custom in-house engines, supported by strong knowledge in GPU-driven rendering, material systems, and shader optimization.

Air An Liang

I am an experienced rendering programmer with over 10 years of hands-on expertise in real-time and offline computer graphics. I specialize in implementing advanced rendering features, optimizing rendering pipelines, and integrating cutting-edge graphics research into production. Passionate about graphics technology, I actively contribute to open-source projects and continually improve my skills through self-learning. Comfortable working in both AAA studios and smaller teams, I am always ready to collaborate and share knowledge. Throughout my career, I have worked at major companies including Ubisoft Shanghai and Tencent QQSpeed project, where I contributed to high-profile projects and developed innovative rendering features and tools. My core technical skills include C/C++, C#, HLSL/GLSL, DirectX, Vulkan, Unity, OGRE, and custom in-house engines, supported by strong knowledge in GPU-driven rendering, material systems, and shader optimization.

Available to hire

I am an experienced rendering programmer with over 10 years of hands-on expertise in real-time and offline computer graphics. I specialize in implementing advanced rendering features, optimizing rendering pipelines, and integrating cutting-edge graphics research into production. Passionate about graphics technology, I actively contribute to open-source projects and continually improve my skills through self-learning. Comfortable working in both AAA studios and smaller teams, I am always ready to collaborate and share knowledge.

Throughout my career, I have worked at major companies including Ubisoft Shanghai and Tencent QQSpeed project, where I contributed to high-profile projects and developed innovative rendering features and tools. My core technical skills include C/C++, C#, HLSL/GLSL, DirectX, Vulkan, Unity, OGRE, and custom in-house engines, supported by strong knowledge in GPU-driven rendering, material systems, and shader optimization.

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Experience Level

Expert
Expert
Expert

Language

Chinese
Fluent
English
Advanced

Work Experience

Senior Rendering Programmer at Ubisoft Shanghai
December 1, 2023 - Present
Collaborated with the core rendering team in Montreal to implement advanced graphics features for the Rainbow Six Siege project. Integrated Nvidia DLSS Frame Generation into the rendering pipeline. Developed VFX rendering features and in-engine debug tools such as Quad Overdraw, UV Overlap Check, and PIX Debug integration.
Senior Rendering Engineer at Lilith Games (Party Project)
October 1, 2023 - August 10, 2025
Built and optimized a Unity-based rendering pipeline for a stylized large-scale project. Reduced shadow caster draw calls via custom CSM scrolling and Unity source code modification. Developed a data-driven static batching system and implemented GPU-driven instancing via HISM. Contributed to in-house engine development including texture compression systems and material workflows.
Senior Engine Programmer at NetEase (Menghuan Studio)
February 1, 2021 - August 10, 2025
Performed runtime virtual texture pre-development.
Senior Graphics Programmer at IGG (SkyUnion Studio, Fuzhou)
October 1, 2020 - August 10, 2025
Replaced Unity's default shadow system with a custom shadow map pipeline. Created an instancing-based vegetation rendering system. Implemented large-scale terrain streaming using Virtual Texture. Developed an infinite water simulation based on Projected Grid. Built rendering systems for an early startup project prototype.
Technical Partner at Shenzhen Tuoshang Digital
July 1, 2018 - August 10, 2025
Worked on physical-based rendering (PBR) for realistic car materials. Made strategic decisions on rendering solutions for the game. Developed car physics and game tools.
Senior Engineer (L10) at Tencent (QQSpeed Project)
March 1, 2017 - August 10, 2025
Developed, optimized, and maintained the Gamebryo engine for the QQSpeed project. Created global illumination systems associated with Autodesk Beast for the project. Developed gameplay system features for the DZS project.
Senior Game Engine Programmer at Langqi Network Technology
February 1, 2012 - August 10, 2025
Led engine development for MMORPG project "XiYou 3".
Game Engine Programmer at Youyi Digital Technology
May 1, 2011 - August 10, 2025
Developed 3D in-house engine (DX9/DX11/OpenGL) and core rendering modules. Built UI batching, font systems, and gameplay features.
Software Engineer at VTRON Technologies
June 1, 2007 - August 10, 2025
Worked on Vtron Media Design Platform (based on DirectX 9). Developed IDB Digital Board and Newspaper Reading Software.

Education

Bachelor of Computer Science at South China Agricultural University
September 1, 2000 - July 1, 2004

Qualifications

Add your qualifications or awards here.

Industry Experience

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