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Across art and technology
Making ideas real
BRINGING
IDEAS INTO EXPERIENCES
Master of Fine Arts
10+ years in game & technical art
Full-cycle production
Creative ownership & design decisions
Taking an open brief
all the way to a working demo
LI SHAN
Game art / Technical art / AI applications
PROFILE

My practice spans 3D and 2D game art, shader development, asset standards and performance optimization. I take ideas from an open brief to a working demo, combining art direction and production decisions with AI tools and automation.

Skills & tools
Game art / Technical art / Interaction / AI
Creative
experience

H5 games · End-to-end prototypes

Led the design and production of IAA games at Yuanbao, from prototypes to release. Combined gameplay, user experience, art and audio with AI tools and automation, using recorded demos and feedback to test and refine game concepts.

Explore H5 games ↗

Technical art · Visuals & integration

Developed shaders and rendering effects for characters, vehicles, environments and post-processing across anime games, VR and automotive interaction. Coordinated models, materials, animation and effects, established asset standards, and connected art production with engineering.

Technical art studies ↗Automotive interaction ↗

JJ World · Game art production

Created game art for Ace Tank Battle, Happy Bomberman, 3D Mahjong and fishing games, plus 3D upgrades of JJ Dou Dizhu and Texas Hold’em. Produced core models, environments and props, organized Unity projects and asset standards, developed shaders and optimized runtime performance as a main art contact.

Ace Tank Battle ↗Casual & board games ↗

Independent mobile games · Full-cycle art

Led full-cycle art for mobile games including Plane Simulator and Off The Road, covering characters, environments, UI, animation, baked lighting, terrain, effects and promotional artwork. Organized Unity assets and production standards and worked with engineers on integration and performance.

Download full résumé · PDF ↓

Download the PDF for full employment history, project responsibilities and education.

Current
exploration

AI applications & practice

Starting from real needs, I use AI to design and build personal products, playable prototypes, websites and apps, alongside image, audio and automation workflows. I test tools through practical work and connect them into projects that can keep evolving.

Open-ended personal practice keeps my technical instincts active. I apply what I learn to concrete production problems, building experience in understanding needs, integrating tools and delivering working results. The personal cinema, games, interactive websites and apps grow out of this practice.

Explore AI applications ↗
CORE
CAPABILITIES
s
d
t
3

Game art

G
  • Characters & environments
  • Models & materials
  • Lighting & animation
  • Engine asset organization
  • Team production

Game art

G

Technical art

T
  • Shader development
  • Rendering & post-processing
  • VR & automotive interaction
  • Runtime optimization
  • Art team coordination

Technical art

T

End-to-end delivery

P
  • Prototypes & products
  • Art & audio
  • Data organization & analysis
  • Experience iteration
  • AI production integration

End-to-end delivery

P

AI across media

A
  • Interactive games
  • Websites & spaces
  • Personal apps
  • Images & assets
  • n8n / ComfyUI practice

AI across media

A
京ICP备2026061866号-1
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