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Projects from work

Wind Goes On(Award Winning)

A stylized 3D animation

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The animation has received several prestigious accolades: ASP (Animation Support Program) Gold Award - Jury Prize for International Competition at the 2024 Golden Harvest Awards for Outstanding Short Films- Best Story at the 26th DigiCon6IA Awards - Gold Award at the 26th DigiCon6 ASIA Hong Kong Division - Gold Prize at the 11 Animation Support Program Advanced Production Division - Cinegar Award at the Yubari International Fantastic Film Festival - Best Animation at the 2024 Hawaii International Film Awards In the "Wind Goes On" project, my primary role involved surfacing all scenes and props using realistic custom PBR textures created in Substance Designer and painted in Substance Painter. also set up shaders in the Maya Redshift render environment to achieve effects such as raindrops a light bulb.

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Silli and Tree

A stylized 3D animation

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The work received the "Judges' Choice" award in the second "Tomorrow's Animation" support program for its efficient production and exceptional scenes and art. My primary role involved texturing all the characters that appear in the animation.

Reviver

​A vampire-survivor-like three-person shooter game

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​In the Reviver project, I was mainly responsible for making all effects appear during gameplay, post-processing, and UI. By making those effects, I develop some universal shaders for conveniently making different visually varied effects. Also created some scripts for helping me to cooperate with the programmer to call effects more easily.

Plus, I am also responsible for making models, textures, and animation assets for scenes and monsters.

OSHC Work At Height Safty

A Simulation Training Programm

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This project involves a Simulation Training Program for HC, designed to train workers on safety practices when working at heights. It combines Votain Cave with a motion platform to create a realistic training experience. My primary responsibilities include programming, modeling, and prop creation. I have developed the main game program and control panel, with several models, including the A Work Platform (AW) and two scenes. To improve production speed and visual quality, I created a vertex paint tool in Unity that works with shaders, allowing me to add like dirt directly in Unity

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Real-time texture painting tools that enable users apply color or texture instantly, with the added functionality to save their textures.

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Unity's vertex paint system paired with a specialized shader that allows users to apply dirt at specific positions on the mesh. This feature enhances artistic control, enabling creators to achieve the desired effect within Unity seamlessly.

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A smart material for Substance Painter that replicates the look of ink paint by applying it to the selected paint layer.

Car crash system that enables users to deform mesh in real time. This system also features a save functionality for convenience.

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A Substance Painter tool designed for artists to effortlessly paint in world space normals and convert them into tangent space normals. This tool simplifies the creation of stylized texture paint, making the process both intuitive and efficient.

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A unique generic VFX shader integrates seamlessly with the Unity particle system, users to create special effects more easily.

BalanceBreakers

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​In the Balance Breakers project, I was mainly responsible for enhancing visual effect quality by recreating some old effects, and effect shaders. And add some new visual features such as applying stencil checking on some effects.

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In the Silili Project, I was mainly responsible for making most of the effects and shaders in the scene according to the idea of the project head artist. This is the first project of my career as a technical artist

​A Financial Battle Moblie Game for Teens

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This is a financial management promotion game created using Unity and designed for teenagers and the general public. The game is developed using WebGL.

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In this project, I was mainly responsible for creating all visual effects and some 3D model assets. In order to keep this game running smoothly on low-end smartphones, I was also responsible for optimizing game performance by optimizing shaders and managing project image assets.

A arcade style bar game, controlled  by using smartphone

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This is an arcade-style bar game that is controlled using mobile phones. The game is designed for 4 to 8 players, with 2 players forming a team and competing against another team. The losing team needs to drink the bear which filled by the machine.

In this project, I was responsible for creating all visual effects for all the UI elements

My FYP project which is a 3D third-person puzzle game

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This project is my graduation project, which is a stylized third-person puzzle-solving game. My responsibilities in this project include designing and creating all the models featured in the game, texturing them, setting up lighting for the game scenes, and implementing shaders.

Given the large number of textured models required for this project, I devised a more efficient workflow by designing trim sheets. These trim sheets streamline the texturing process, making it more convenient and manageable.

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I also participated in coding the interactive functionalities of various props, including the implementation of mechanics such as light beam reflection and an NPC waypoint system.

© 2025 by Wong Kai Chung.

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