Andy Xiao
503-516-5236
2004 - 2008 Bachelor of Science - Game Art & Design
The Art Institute of Portland, Portland, OR
Modeling
Animation
Shader FX
Texturing
Rigging
Unreal4 Blueprint
Game Mechanic Design
Unity Editor
C# / Python
Staff Technical Artist, Unity
Oct 2023 - Feb 2024
As Staff Technical Artist at Unity, I take initiatives on the development of new experimental editor features, working with members of the Emerging Tech team to create proof of concepts, and validating upcoming editor features.
- Editor features R&D
- Features planning / documentation / validation
Senior Technical Artist / Technical Art Director, Unity
Jan 2022 - Oct 2023
- Acting as the bridge between art and engineering while riding on bleeding edge technologies, deliver solutions for clients from around the world
- Provide recommendations for artist tooling, content pipeline, workflow improvements, best practices, engine and editor bug fixes
- Create artist engagement plans, document successes and knowledge gained, and provide artistic feedback to create team identit
Projects:
Prehistoric Planet Immersive (Apple Vision Pro)
Unite 2023 "Fantasy Kingdom" Demo
Siggraph 2023 "Orb" Demo
Unannounced Project
Kerbal Space Program 2
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
3D Generalist (Spec ops)/VFX Artist, Bungie Studios
http://www.bungie.net
Feb 2013 - Sep 2019
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
http://www.suckerpunch.com
Sep 2010 - Feb 2013
Infamous: Second Son (PS4)
Infamous 2 (PS3)
Infamous 2: Festival Of Blood (PS3)
3D Artist CSG, Bungie Studios (via Xversity)
http://www.bungie.net
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, http://www.ignition-ent.com/us/
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, http://www.ignition-ent.com/us/
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, http://www.artinstitutes.edu/portland
Spring 2006 - Summer 2008
- troubleshooting
- tech support (Photoshop, Illustrator, Maya, Final Cut Pro)
- Adept in Flash, Mel scripting, HTML
- Fan art "Frozen Throne" displayed in Blizzard Entertainment Fan Art program
- Passion for developing video games