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Resume

 

Relevant Experience:

I Got Games (IGG)        

June 2018 - Present

Technical Artist / Tools Developer- Fremont, CA

  • Lead a technical team in developing tools for Unreal Engine and Unity to help artists achieve realistic simulation with little or no programming needed.

  • Develops and maintains python tools to help the process of rigging and animating.

  • Solve technical issues and create a smooth pipeline for the workflow between art and game engines.

  • Generates extensive creature/biped rig for cinematic animations.

  • Responsible for research and development in order to achieve more realistic animation in both Cinematic and Game engines.

Playchemy

July 2017 - June 2018

Technical Artist / Unity Developer- - Millbrae, CA     

  • Ensure an efficient pipeline from the Autodesk Maya into both Unreal and Unity engine to keep the quality of the models and animations in the game.

  • Developed and maintain python tools that automate monotonous processes for rigging and animating characters.

  • Set up joint base rigs for both humanoid and creature models using Autodesk Maya and custom made tools using both Mel and python.

  • Managed the development of an IK system for a realistic hand movement in virtual reality.

  • Improved the Navigation Mesh from Unity to allow an AI to glide around in 3D space.

Mage Ascending - Vive / Unity (AAU Spring Show and GDC 2017)      

October 2016 - March 2017

Programmer / Designer / Rigging- San Francisco, CA

  • Designed and implemented a spell change mechanic using a magic book in order to fully immerse the player in Virtual Reality

  • Merged rigid body physics with joint physics in order to create a smooth ballistic throwing movement.

  • In charge of producing and editing a cinematic trailer of the game to be shown in GDC 2017.

Senso Demo - Unity (Made for Senso to show in GDC 2017)

December 2016 - March 2017

Gameplay Engineer/ Designer / Rigging - San Francisco, CA

  • Developed a code that communicates with the system API in order to use the glove functionality for the game.

  • Created pseudo gestures from the glove by modifying the core program thus allowing the designer to test gameplay.

Booty Trap - Google Tango / Unity​(Published in Google Store) ​

December 2016 - March 2017

Programmer / Designer ​- San Francisco, CA

  • Developed and designed some of the traps used in the game.

  • Redesigning the tango system to allow the user to place traps on the wall in AR accurately

 

Skills:   

 

Skilled in: Programming, Rigging

Engine: Unity, Unreal Engine, Construct Engine

Software Languages: C#, JavaScript, Mel, Python

Languages: English and Indonesian

 

Education:

Academy of Art University – San Francisco, CA        2014-2017

B.A Game Design

Diablo Valley College – Pleasant Hill, CA 2012-2014

Studied in B.S Computer Science.

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