Zi Cheng (Andy) Xiao



2004 - 2008 Bachelor of Science - Game Art & Design

The Art Institute of Portland, Portland, OR

Skill set



Shader FX



Unreal4 Blueprint

Game Mechanic Design

Employment History

Creative, Requiem

Personal Project

Jun 2017 - present

Requiem is available on steam in closed BETA, it's a new IP created from the ground up

  • action packed twin stick shooter

  • rich player investment features such as talent tree, weapon loots, item perks, unlockable skills, and scaling level progression

  • online leaderboard and stats tracking via steam

  • created in Unreal 4 using only blueprints

  • one man project

3D Generalist (Spec ops)/VFX Artist, Bungie Studios

Feb 2013 - present

Destiny (PS3/XBOX360/PS4/XBOX ONE)

Destiny: The Dark Below

Destiny: House of Wolves

Destiny: The Taken King

Destiny: Rise of Iron (Consultant)

Destiny 2 (PS4/XBOX ONE/PC)

Destiny 2: Curse of Osiris (Consultant)

Destiny 2: Forsaken (PS4/XBOX ONE/PC)

Destiny 2: Annual Pass

Destiny 2: Shadowkeep

  • VFX

  • Rigging

  • Shaders

  • Modeling

  • Texturing

  • Gameplay Prototype

  • Animation

  • Dynamics

  • Workflow RND and Eval

  • Endgame raid encounters/mechanics design and implementation

  • Created designer friendly toolkit items using in-house tools for rapid prototyping and in-game mechanic iteration

3D Generalist, Sucker Punch Productions

Sep 2010 - Feb 2013
Infamous: Second Son (PS4)

  • Gameplay prototyping/scripting
  • Shader prototype/development
  • Vehicle look-dev/pipeline/rigging/integration/modeling/texturing/planning
  • Environment assets blockout/planning/modeling/texturing
  • Mission asset design/creation/planning
  • Object animations/rigging
  • Cloth simulation/ph


Infamous 2 (PS3)
Infamous 2: Festival Of Blood (PS3)

  • Modeling and Texturing gameplay, cinematic, and user generated content assets
  • Use basic scripting techniques to prototype and finalize exciting and interactive assets for gameplay
  • Worked with animators to intergrate environments for mocap cutscenes

3D Artist CSG, Bungie Studios (via Xversity)

Jan 2010 - May 2010

Halo: Reach (Xbox 360)

  • Modeled and textured cinematic and in-game asset for Halo: Reach

  • Worked with the UI designer and created medals for multiplayer modes

  • Bug fixing and bug tracking for 3D art asset

Lead 3D Environment Artist, Ignition Entertainment Florida,

Aug 2009 - Jan 2010

Unannounced FPS using the Unreal 3 Engine for XBOX360 and PS3

  • Worked with level designers to create block-out model for game environments

  • Managed a team of outsourcing artists and provided feedback and instructions on asset creation

3D Environment Artist, Ignition Entertainment Florida,

November 2008 - Aug 2009

Unannounced FPS using the Unreal 3 Engine for XBOX360 and PS3

  • Modeled and textured various props based on concept drawings

  • Worked on environmental and effects decals

  • Worked with proprietary destruction system and prototyped various demos for evaluation

  • Worked with level scripters to create in game vignette with real time destructio

Lab Technician, Art Institute of Portland,

Spring 2006 - Summer 2008

- troubleshooting

- tech support (Photoshop, Illustrator, Maya, Final Cut Pro)

Other Interest

- Adept in Flash, Mel scripting, HTML

- Fan art "Frozen Throne" displayed in Blizzard Entertainment Fan Art program

- Passion for developing video games