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RESUME

About Me
 

Hello! I'm Krystal and my passion is blowing stuff up!

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I focus on particle effects/systems and shader creation. I also dabble quite a bit in 2D animation to give my effects that extra kick! Currently confident in utilizing Unity and Node-based shader packages for those explosives. I also animate 2D stickers on the side. See this pack as an example!

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Hobbies: Petting dogs, hiking, building gundams, crying over video games

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Top 4 Games: Silent Hill 1, Oblivion, Ace Attorney Series, FFXIV

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Currently Playing:  Final Fantasy 14, Maplestory

Skill Set
 

Strong experience in creating components of Particle systems such as:
Creation of Textures, Meshes, 2D animations, shaders, setting up animators, and implementation support.

Ability to utilize node based shader packages to squeeze out some unique materials that are not only limited to FX.

Experience in pipeline development and creation of workflow to suit project requirements.

Experience in setting up fluid/destruction simulations in Maya and exporting to Unity as Animations.

Concepting and painting out ideas that are not limited to effects, but also props and characters.

Sketching and Rendering illustrations to a professional level.

General 2D animation and other cute things (ask me for stickers or emotes!)

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Developing visual targets for projects. (I still have a long way to go before it's art director level.)

Work​

Experience​
 

Kabam Inc.

June 2018 - June 2023

 

VFX Artist: Disney Mirrorverse

October 2018 - June 2023

Currently working on an Disney Mirrorverse project as of Oct 2018 as the art lead of the VFX department. I laid down the early workflow pipeline for VFX of this project and now I just do internal art direction on top of creating effects. Wrote the visual fx bible for this project.

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Engine: Unity + proprietary tools and rendering systems

Programs: Photoshop, Maya, Visual Studio, Clip Studio

Duties: Creating effects that are worthy of the Disney Standard., reviewing peer works and giving feedback before passing them on to art direction, testing new tools for optimized workflow, working with TA to create shaders and new tech to fit our gameplay standards.

Main Assets Produced: Characters, the gacha system flow and aesthetics, large library of textures (animated and static) and materials

Skills Learned: How to communicate with engineering to build the tools needed to achieve specific aesthetics. How to give proper feedback to team to tailor their work to match client requests.

Characters created: Belle, Merida, Mickey, Scar, Mulan, Judy Hopps, Ursula, Aladdin, Tiana, Hiro

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VFX Artist: Marvel Contest of Champions

June 2018 - October 2018

Worked on Marvel's Contest of Champions and shipped a few character effects sets. Particle Effects are created with proprietary tools in Unity. Characters created: Venom the Duck, Aegon, Diablo

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Archiact Interactive

April 2017 - June 2018

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VFX Artist:

Working on an unannounced AR title for a big client. The project is made in Unity and the effects were developed using both Shuriken System and PopcornFX. I developed the pipeline for usage of PopcornFX as well as the pipeline for modular particle systems in shuriken. My partner and I worked very closely with the AD and Engineering teams to make sure that the effects were cleanly implemented and well optimized for the mobile game.

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Engine: Unity

Programs: Popcornfx, Photoshop, Maya, Amplify Shader, Shaderforge, xgen tools

Duties: pipeline development, creation of particle systems in shuriken and popcornfx, texture creation, shader creation, 2D Sprite sheets and meshes for particle use, fluid/destruction simulations

Skills learned: Usage/optimization of alembic data, Popcornfx development

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Production Artist:

Worked under a lead artist to push art through the pipeline. I worked on a team that was designed to port existing PC VR games into PSVR, so a lot of assets were to be optimized to fit into VR space. During this time, I assisted in porting 3 VR titles and 2 AR titles. I gained a lot of experience in a variety of things dealing with VR/AR and optimization for VR/AR.

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Engine: Unity

Programs: Maya, Photoshop, Shaderforge, zbrush, Substance Painter

Duties: Optimizing meshes and lights, Creating original content (3D assets, effects, and animations) and concept art, optimizing effects, storyboarding and creating full illustrations for marketing purposes.

Skills learned: how to properly develop visuals for VR and AR space, limitations of AR space and developing shaders to mitigate those issues, how to use Unity like a pro

Titles: Blasters of the Universe, SmashboxVR, Pierhead Arcade, Waddle Home AR, Darknet AR.

Other: Animated stickers for Waddle Home AR

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Freelancing

​2012 - present

 

Designed graphics for multiple clients for tshirts production and sales.

Did a ton of private commission work for clients.

Helped develop and create the lookdev of FX for a (now scrapped) game.

Did some private commissions of short comics.

Personally booth at conventions with my own original merchandise.

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UBC Esports Association

​2013 - 2015

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Created merchandise and designs for sale at events and for advertisement.

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Managed a CSL Division 2 League of Legends Team (and won second place!)

Duties: Organizing practice time and scrims with other universities, finding a support system for players, waking them up in the morning, doing after scrim evaluations with spreadsheets, and organizing events.

Programs

PHOTOSHOP

PAINT TOOL SAI

MAYA

ZBRUSH

ADOBE ILLUSTRATOR

SUBSTANCE PAINTER

POPCORN FX

SHADERFORGE

AMPLIFY SHADER

HOUDINI

SHADERGRAPH

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Languages

HLSL

Python

C / C++

LUA (still learning)

Engines

UNITY

UNREAL ENGINE 4

Education
 

Vancouver Institute of Media Arts

​March 2016 - March 2017

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Game Art and Design Program

Focus: Engines and Game Effects (Technical Arts)

 

University of British Columbia

​2013 - 2015

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Major: Computer Science //  Minor: Fine Art

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Personal

Projects
 

Milkysyrup LLC.

​August 2018 - Present

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My own little (not so little anymore) ecommerce business!

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This project started out as a silly little thing for me to draw stuff I liked and sell stickers of them. Suddenly, it blew into a pretty successful business so I'm just learning to manage everything all at once. It gets really hectic at times, but the fulfillment I get from customers receiving their orders is unparalleled. :~)

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Duties: Creation of illustrations, sourcing manufacturers to create products, market research, social media management, website maintenance, working closely with manufacturers to make sure the quality of goods is up to par, working with other artists to create collaborations, working with clients that carry my products (like Hot Topic, Spencers, FAKKU!, etc.), sourcing other artists to commission, managing finances, always trying to stay on top of trends, working with models to arrange photoshoots, working with external influencers to promote products, traveling to do conventions to sell goods, generally strive to improve drawing skills, and lots and lots of self care!

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Wow looking at everything listed, it's actually a lot... I'm doing it all out here! AND I LOVE IT!!!

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Notable Accomplishments!

  • Published 2 full colour Art books in the span of 2 years.

  • Fulfilled over 12,000 orders AND COUNTING!

  • Official Collaboration with FAKKU! on a skate deck titled "Original Sin"

  • You can purchase my goods at your local mall now...

  • I made slippers based off my rabbit.

  • I've drawn over 150 designs for my store in the span of 5 years.

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