Selected Work
Production systems, artist-facing tools, and exploration projects shaped by nine years of technical art practice.
Production & Pipeline Work
06Shipped systems, immersive platforms, artist-facing tools, and automation built for real production constraints and long-term team use.

Out of Time
Manticore Games · 2026
Core-to-Unreal automation pipeline and large-scale mob rendering for a multiplayer rogue-lite
Impact
Artists kept Core's fast iteration while the runtime gained native UE performance. The pipeline became the performance foundation of Out of Time: ~50% fewer actors, ~90% fewer mob draw calls, and 200+ on-screen mobs at 30 FPS on Steam Deck.

Core Platform / Core Games
Manticore Games · 2020
Multiverse game engine and platform for user-generated games
Impact
Improved internal content creation workflows, supported shipped live experiences and marketplace content, and created tools that remained useful to production teams over multiple years.

UE Art Pipeline Tools
Manticore Games · 2020
Asset import, validation, and automation tooling on the Unreal side
Impact
Gave 20+ artists a UE-side tool layer they use daily, with import and setup collapsed into one click. 98 data-driven validation rules catch asset problems before they reach a build, bringing daily build errors from asset issues down to near zero.

DCC Tools / Pipeline
Manticore Games · 2020
Digital content creation tools and pipeline integrations
Impact
Standardized artist-facing DCC workflows, reduced manual export/setup work, and made pipeline tools easier for technical artists to maintain and extend.

n'Space Immersive Projection System
Archifiction Inc. · 2017
Content team building, five-surface projection rendering, and production pipelines for an immersive projection system
Impact
Established a reusable content production system for custom projection hardware, reducing new-project setup from one day to half an hour and supporting the delivery of 15+ commercial and exhibition projects. Shared asset libraries, a base plugin, and outsourcing guidelines enabled a six-person internal team and two outsourcing teams to work to common standards, freeing the internal team to explore new interactions and visual approaches.

Project Alice
Noitom Beijing · 2016
High-end multi-user VR platform with tracked props and full-body motion capture
Impact
Contributed production-ready technical art assets and effects for demos that showcased Project Alice's multi-user VR, tracked prop, and motion-capture capabilities.
Exploration Projects
15Personal, student, and experimental work exploring games, procedural systems, AI-assisted workflows, and rapid iteration.
WIPRoad Trip: Ahead One
Personal Project · 2026
A browser-based idle and companion game supported by art-directed procedural worlds and an AI-assisted 3D asset pipeline
Impact
Built and publicly released a playable road-trip game while developing a reusable approach to procedural art direction, AI-assisted asset integration, runtime diagnosis, and safe content iteration. Visual refinement and broader performance validation remain in progress.

AI Chat Avatar
Personal Project · 2023
Real-time conversational sales assistant with speech, viseme-driven lip sync, and character animation
Impact
Demonstrated a complete real-time conversational character workflow that unified cloud AI services with UE5 facial and body animation in a solo prototype.
WIPMy Gaming Room
Personal Project · 2026
From AI-generated models to interactive, simulation-ready 3D assets
Impact
Built a repeatable path from generated models to interactive and simulation assets, with every step checked against geometry quality, mechanical function, and measured contact. When an asset is replaced or the environment is extended, the impact can be judged directly against existing interfaces and validation results.
Vehicle Visualization: Xiaomi YU7
Personal Project · 2026
3 days for functionality and design, followed by material refinement
Impact
Delivered an 18-second cinematic at native 4K / 24 fps, 1080p previews, nine selected 4K frames, and editable Unreal assets. Functionality and design took 3 days, with material refinement continuing afterward. The project demonstrates how I connect visual direction, technical constraints, and evidence-based review in an AI-assisted production workflow.
WIPCats by the Window
Personal Project · 2026
A webcam-driven hide-and-seek game connecting head-tracked perspective, tactile 3D art, and a Blender-to-Three.js content pipeline
Impact
Built a five-level interactive prototype that ties visual perception to playable spatial puzzles, with reusable scene and character workflows and checks against the same assets used in the game.

Boogie Boogie
Exploration Project · 2016
Mobile VR dancing game with body detection
Impact
Successfully integrated computer vision with mobile VR gameplay, demonstrated technical problem-solving in novel input modality.

AR Prototype: Cyberpunk Version World
Personal Project · 2020
Mobile AR portal prototype that overlays a persistent cyberpunk layer onto the physical world
Impact
Produced a cohesive proof of concept for transitioning between physical and persistent digital-world layers while exploring how shaders, VFX, animation, and AR interaction can work as one real-time experience.
WIPRevisionView 3D
Personal Project · 2026
A browser-based model comparison tool built to support faster asset iteration
Impact
Turned a recurring Road Trip asset-review task into a reusable tool for checking visual changes across revisions. The comparison workflow is usable today; the standalone product remains a work in progress.
WIPUniverse2D: STARWELD
Personal Project · 2026
A 2D space exploration and industry game with visible cargo, orbital logistics, and procedural planet rendering
Impact
Built a playable exploration-to-industry loop while connecting visual feedback to the underlying simulation: players can inspect where materials are, why a facility is waiting, and what a construction site still needs. The project remains in active development.

Event Interactive Map
Community Project · 2026
Using AI tools to turn changing event needs into a useful guide for visitors and organizers
Impact
Built a bilingual event guide for a large community fair attended by nearly 400 people, bringing the venue plan, activities, and participation instructions together. Visitors could find what to do and how to join, while organizers could keep information current as plans evolved.
WIPBlockchain Gallery
Personal Project · 2026
A virtual 3D gallery for Bitcoin Ordinals art

Swift
Student Team Project · 2015
HTML5 isometric speed game inspired by Zaxxon and Monument Valley
Impact
Delivered a playable browser-game prototype and trailer while building practical experience in rapid team production, isometric art, scope management, and cross-discipline communication.
Mine Sweeping World
Personal Project · 2026
Web-based minesweeper world with weekly maps, persistent progression, and admin authoring tools
Impact
Turned a simple Minesweeper prototype into a live, persistent web game and a production-style exercise in systems thinking, tool building, deployment debugging, and AI-native rapid iteration.

Badminton Drop-in Queue Manager
Personal / Community Tool · 2026
Lightweight web app for shared passcode registration, court queueing, and group visibility
Impact
Moved a busy badminton group's passcode and court coordination out of chat messages and into a shared web workflow. The app has been in active use for several weeks by a primary group of about 500 members, with registration behavior becoming more self-service and transparent.

Vega Bai Portfolio Website
Personal Project · 2026
AI-assisted portfolio system for presenting technical art, pipeline tools, and production case studies
Impact
Turned a resume and scattered project history into a focused, maintainable portfolio system that presents technical art experience through production problems, pipelines, tools, and outcomes rather than only visual results.