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Art Portfolio

Environment 

Eclipse of Domain
[Unreal, Environment Layout]

Eclipse of Domain is a first-person flashlight horror exploration game with dynamic lighting and level design that is built in Unreal. I was responsible for level design, trap mechanisms, material tweaks, and shaping the game’s core concept and mood. 

Customize Scene
[Maya, Modeling, Rendering]

I hand-built and rendered a traditional Chinese classroom scene. I built all the models and used volumetric and lighting to simulate slanted afternoon sunlight and candle warmth with dappled shadows. I fine-tuned materials for wood grain, Xuan paper, and incense smoke to evoke an elegant, tranquil learning atmosphere.

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Back to Blue
[AR, Unity, Hand Tracking]

Back to Blue is a gravity-based navigation game that explores hybrid interaction design, which combines traditional keyboard controls with hand-tracking gestures. Players tilt a 3D maze to guide a Bubble Fish toward safety while managing gravity, friction, and environmental hazards

 

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Magic Slice
[VR, Unreal, Environment Layout]

VR Cooking is a virtual reality cooking experience based on Unreal Engine 5. Players can realistically grab, cut, stir-fry, serve, experience the fun of cooking from “raw” to “cooked”, and get feedback and ratings through the order system.

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Santa Claus Adventure
[Swift, Graphics Design]

Worked on a team of three to create a game to control two Santa cars, avoid obstacles, and collect dropped gifts while delivering presents. Featuring customizable difficulty, vibrant visuals, engaging sound effects, and a holiday-inspired design.

 

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Mini-Minecraft
[OpenGL, C++]

Collaborated on a three-person team to develop a Minecraft-inspired project with interactive mechanics and procedurally generated terrains, including caves, hills, desert, and grasslands using noise algorithms. ​

 

 

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Tech Art

EndlessNeon
[Houdini, Unreal, Substance Designer]

Procedural Cyberpunk City
Created a city blending Eastern architecture with cyberpunk style using Houdini and Unreal Engine 5, featuring procedural buildings, dynamic assets, and custom materials.

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Interactive Snow Simulation
[Blender]

Developed a stylized interactive snow deformation system in Blender using Geometry Nodes and toon-shaded materials. Implemented real-time surface deformation, object-based collision detection, and NPR line-art rendering to recreate a hand-drawn winter aesthetic.

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Buildings
[Houdini]

Developed a procedural building generator in Houdini, enabling users to create customizable multi-story buildings with simple parameters.

 

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Stylization
[Unity]

Created a stylized 3D scene in Unity inspired by 2D concept art with non-photorealistic rendering techniques. Developed custom shaders with multiple light support, rim highlights, and animated colors to create a glowing edge effect.

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Jellyfish
[Houdini]

Created a procedural jellyfish in Houdini with an animated bell, flowing tentacles using hair dynamics, and organic veins generated with the shortest path algorithm. 

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FireBall
[WEBGL, GLSL]

Created a dynamic fireball effect using WebGL and GLSL shaders, featuring a procedurally displaced 3D icosphere. Implemented multi-layer noise with high-amplitude, low-frequency distortion for shape deformation and fractal Brownian motion for fine surface details.

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© 2024 by Annie Qiu

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