Vega / Xuan Bai

Senior Technical Artist

CA, US (Open for relocation)vegabeyond@gmail.com

About

Senior Technical Artist with 9 years of experience across 3D content creation, tools engineering, and pipeline development. Focused on pipeline automation, procedural systems, rapid prototyping, shader/VFX development, game-related interactive 3D content creation, and AI-native creation workflows. Bridges creative and engineering disciplines to accelerate production and innovation.

Industry Focus

🎮Gaming

Technical Artist with deep expertise in Unreal Engine, Unity, and game development pipelines. Specialized in open-world optimization, procedural systems, and cross-platform development.

💻Tech

Tools engineer focused on automation, pipeline development, and developer experience. Strong programming background with Python, C++, and scripting for productivity gains.

🤖AI

AI-native creator exploring generative workflows, rapid prototyping, and AI-assisted development. Experience building web applications and interactive experiences using modern AI tools.

Resume

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Professional Resume
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Vega (Xuan Bai)

Senior Technical Artist | Tools & Pipeline

Senior Technical Artist with 9 years shipping fun games and real-world, real-time experiences.Ambitious and hands-on, turning hard art–engineering problems into workflows teams trust.

Professional Experience

Product Developer / Senior Technical Artist

Oct 2020 - Present
Manticore Games

Out of Time, a multiplayer online rogue-lite game built on Core Platform

Core Platform, a multiverse game engine and platform, a digital playground and community for play and create user generated games

UE5 • C++ • Python • Blueprint • PowerShell • Lua • JavaScript • Jenkins

  • Built a Core-to-Unreal map pipeline—the base architecture for Out of Time's native open world.
    • Automated World Partition/Data Layers, mesh processing, and geometry scripting.
    • Cut shader instructions by 25% on average; ran 500+ nightly Jenkins jobs.
  • Shipped C++, Python, Blueprint, and Lua editor tools for asset pipeline, validation, and diagnostics.
  • Built DCC pipeline tools and mesh/material/UV/Perforce plugins for 20+ artists.
  • Aligned art, design, engineering, platform, and production on plans, risks, and tradeoffs.
  • Troubleshot asset, build, and performance issues from prototype through production.

Content Group Lead / Technical Artist

Oct 2017 - Mar 2020
Archifiction Inc.

n'Space, an immersive projection system including hardware console, software support, and content creation/deployment

UE4 • Houdini • Blueprint • VR • Projection Systems • Procedural Tools • VFX

  • Built the content creation and integration workflow from scratch as a founding team member.
  • Set repeatable standards for asset handoff, technical reviews, deployment, and iteration.
  • Delivered 15+ Unreal projects across design, assets, shaders/VFX, profiling, and optimization.
  • Developed Houdini procedural/VFX tools and reusable systems to accelerate production.
  • Led scope, agile execution, and outsourcing across hardware, software, art, and marketing.
  • Aligned stakeholders while resolving deployment and frame-time issues for projection and VR.

Selected Projects

Road Trip: Ahead One

July 2026 - Present

Blender • Three.js • AI-assisted solo project

  • Built a solo procedural road-trip prototype from concept to a playable browser experience.
  • Combined AI-assisted visual development with a production-ready real-time 3D workflow.
  • Generated source assets from concept art and optimized geometry in Blender.
  • Exported GLB assets to Three.js; built routes and environments from geographic map data.

UE5 • OpenAI API • Azure AI Speech • Blueprint

  • Built an end-to-end UE5 character pipeline with OpenAI API and Azure AI Speech.
  • Connected STT, LLM responses, TTS, visemes, lip sync, and Blueprint animation.
  • Integrated locomotion and presentation into a cohesive interactive avatar demo.