Hey! I'm Zisen Ling
Sculpting Performance. Coding Beauty.
Unity Developer & Technical Artist | Shader Programming | Pipeline Automation | Gameplay Systems.
Custom Shaders & VFX
Focused on HLSL and Shader Graph. I translate abstract art directions into mathematical logic, building custom solutions like screen-space crystal distortion, wind corruption decals, and procedural volumetrics.
Gameplay Prototyping
Practical C# programming for game mechanics, AI behaviors, and UI logic. I prioritize rapid prototyping and iterative development to turn design concepts into playable features quickly without over-engineering.
Tech Art & Toolchains
Bridging art and engineering. I use RenderDoc to locate rendering bottlenecks, and develop custom Editor tools (like Grid Prefab viewers) to decouple workflows and streamline level design iteration.
Selected Work
Take a look below at some of my featured work for clients and research institutes.
- Spriggan Ocular Apparatus: From Overlay Sketch to Usable Screen-Surface Shader System
- HDRP Crystal Spatial Distortion Shader Post-Mortem
- HDRP Wind Corruption Shader Post-Mortem
- 学习复盘:从“仪表盘”视角重新梳理 GPU 管线
- <Full Time> Insomnia - Spriggan
- <Internship> Concordia NGCI - CITYplayer ARTM
- <Personal> Things About Vrchat
- <Team> Shadow Warrior
- <Internship> Concordia NGCI - CITYplayer Chinatown
- <Personal> ASTEROID WARS
- <Personal> Freeze Tag Seek Token Game
- <Team> The Last Corner