Jue Yang

Technical Artist · Real-Time Rendering · AI-Assisted Tools

About

Technical Art / AI Applications

I graduated from Monash University with a degree in Game Development and currently work as a Technical Artist, focusing on Unreal Engine, shader development, toon rendering, Blender, Maya, and real-time content pipelines.

My work spans game development, technical art, AI applications, and human-AI interaction. I am interested in building practical systems for creative production and interactive workflows, especially in game development and technical art contexts.

I am also exploring AI-assisted tools that support long-term context management, reliability, and continuity across user workflows.

Beyond game development, I have experience in front-end development, WeChat Mini Programs, automation tools, and lightweight product prototyping.

Maya Proficient in making hard surface models
Unreal Engine Mainly focuses on rendering pipeline, can use UE to develop full-process demos
Unity Mainly focuses on Toon rendering, can use Unity to develop full-process demos
Blender Mainly focuses on hard surface models and render scenes
Substance PainterMake materials proficiently, Can be combined with UE/Unity to create demo
World CreatorFamiliar with most functions and able to create large world terrains
Substance DesignerCan make simple procedural materials and currently learning
Photoshop Familiar with most functions and can assist in drawing textures
ZBrush Familiar with some functions and can easily carve high-mold models
Houdini Understanding Houdini, currently learning
C++ Can modify some UE source codes, familiar with data structure algorithms
HLSL Can modify UE part of ush/usf, write UE Custom Node, and write Unity URP Shader
Shader Lab Familiar with most of the syntax and can write Unity Shader
Python Familiar with data structure algorithms and can do simple Python program development
JavaScript Can write website scripts and small program front-end logic
HTML5 + CSS Can write front-end pages for websites and small programs
PHP Familiar with some syntax and understand back-end development

Focus Areas

What I build and explore

Real-Time Rendering

Unreal Engine rendering, shader development, toon rendering, post-processing, and custom rendering pipeline experiments.

Technical Art

Real-time content pipelines, material workflows, scene rendering, automation, and tools for creative production.

AI Applications

AI-assisted tools, long-term context management, memory systems, provenance tracking, and workflow continuity.

Blender Works

Blender Scene Rendering

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Splatoon Indoor Scene

Blender/PS/Substance Painter

Part of it uses Internet assets, part of the model is made by Blender, and some of the textures are made using Substance Painter and PS.

Rendering with Cycles.

Author: Eric Meteorite

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Fantasy Inn

Blender/PS/Substance Painter

Part of the model was made with Blender, and some textures were made using Substance Painter and PS.

Rendering with Cycles.

Author: Eric Meteorite

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Sci-fi Wasteland Slums

Blender/Substance Painter/PS

Some models are made using Blender, some are from the Internet; some textures are made using PS/SP, and some textures are from Internet pictures.

Rendering with Eevee.

Author: Eric Meteorite

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Sci-fi Building

Blender/Substance Painter/PS

Use Blender to make the model, some textures are made using PS/SP, and some textures are from Internet pictures.

Rendering with Eevee.

Author: Eric Meteorite

Unreal Engine Works

Unreal Engine

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Forest and ancient temple

Maya/UE5/Substance Painter/Megascan

Landscape automatic terrain material + realistic PBR material + vegetation material DTAA + God light + Post-Processing

Author: Eric Meteorite

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Custom UE5

UE5 Toon Pipeline

Add R32 G32 B32 A32 ToonBuffer Add custom Toon Material Property: Toon Data A, Toon Data B

Toon Buffer (Toon Data A + Toon Data B) R: Multiple light source parameters, highlight color G: GI parameters B: Highlight parameters, edge light parameters, custom data A: Edge light parameters

An additional CustomData of R8 G8 B8 A8 is used to control the main light, shadow and related parameters. Use custom GI parameters and LumenGI to perform Lerp to weaken the realism of indirect lighting

Author: Eric Meteorite

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Stylized Seaside Station

Maya/UE5/Substance Painter

Unreal Engine Rendering Gerstner Wave Water + Substance Painter Stylized Material + Interior Cloud + Post Processing(Kuwahara Filter, Blur, UnSharp Masking), etc. Model assets are mostly derived from the Internet

Author: Eric Meteorite

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Dream core hotel style Demo

Full-process development

Model + Material + Rendering + Mechanism

Author: Eric Meteorite

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UE-AI

Genetic Evolution + Reynold Model Boid Behavior

Based on the genetic evolution algorithm + Reynolds Model Boid Behavior algorithm, the cluster game relationship between the Private (pirate ship - predator) and Harvester (collector ship - prey) groups in a random asteroid group is simulated. You can customize genotypes, use Fitness Value as a benchmark, and retain high-quality individuals and produce offspring through genetic crossover and mutation.

Rules:

Random N=5 asteroid groups in space

Harvester team up to collect asteroid resources

Pirate captures Harvester

Pirate stops for 5 seconds after catching Harvester

Ships will be destroyed if they collide or hit the boundary of space

Author: Eric Meteorite

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UE-Other Effect

Interior Material

Capture Cube Map and Capture internal objects get the specified texture

Camera Vector world space to tangent space to create parallax effect

Internal content of DTAA+Ray Marching production space

Author: Eric Meteorite

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UE-Other Effect

Volumetric Fog(PC)

Based on UE Volumetric Fog (Parallel density function + Lighting calculation, Compute Shader Single Ray Marching), using Beers Law + Volume Texture If want to port the mobile version, need to modify the rendering pipeline.

Author: Eric Meteorite

Unity Works

Unity

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Toon Render

Unity URP/Substance Painter

Bloom+Emission+Ramp+custom ShadowMask+self-modified map+SDF/screen space face shadow+screen space RimLight+BackFaceOutline+RenderFeature bangs shadow+Color Grading.

Use URP

Author: Eric Meteorite

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VR immersive scene (stylized scene production)

Maya/Unity/PS/Substance Painter

Use Maya to create scene objects, PS/Substance Painter to draw texture maps, and use XR Plugin Management for VR development.

Use URP

Author: Eric Meteorite

AI & Product Work

AI applications, mini programs, and lightweight tools

Recall-AI LongMemEval benchmark report screenshot
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Recall-AI Long-Term Memory Evaluation

AI Memory Infrastructure / Long-Term Context Management

Recall-AI is an AI memory infrastructure project exploring persistent memory, cross-session retrieval, provenance tracking, state updates, and workflow continuity for AI-assisted systems.

The attached single-system benchmark report documents Recall-AI v8.0.0 on LongMemEval_S, with 500 questions evaluated and 91.0% overall accuracy. The report is used as a project artifact for tracking system behavior, not as a cross-product leaderboard.

Project: Recall-AI

Focus: Long-term memory, retrieval, provenance, AI-assisted workflows

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Code Similarity Checking WeChat Mini Program

WeChat Developer Tools, wxml+wxss+js, WeUI, PHP

A WeChat Mini Program designed for international computer science students to review programming assignments and understand potential code similarity issues before submission.

The project involved mini program UI development, backend integration, payment workflow, user identity handling, and ongoing product operations.

Author: Eric Meteorite

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ACG Avatar Generator-WeChat Mini Program

WeChat Developer Tools, wxml+wxss+js

A relatively basic WeChat applet design, connecting the face generator website with the WeChat applet, and designing interface interaction and functions through wxml+wxss+js

Author: Eric Meteorite

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Web App-Map planning survey web page

HTML+CSS+JS

Use Google Maps API as the map interface, and use HTML+CSS+JS for page design and function development.

You can set punctuation points on the map, connect multiple punctuation points, and calculate the area and length of the connected punctuation points.

Author: Eric Meteorite

SHOWREEL

Technical Artist Showreel

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Showreel Video

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Showreel video link bilibili

Author: Eric Meteorite

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