Hey! I'm Zisen Ling
Unity Technical Art for Real-Time Projects.
Rendering, scene integration, debugging, and practical tools in Unity HDRP.
Technical Artist
Unity Rendering / Shader
Scene & Tools
Rendering & Shader Work
Unity HDRP and Shader Graph work for screen-space distortion, decals, vegetation response, and volumetric fog. I use HLSL for reading, debugging, and scoped changes when an integration requires it.
Scene Integration & Debugging
Vegetation, terrain, lighting, weather, and third-party plugin integration. I use Frame Debugger and Unity profiling tools to isolate rendering and asset issues.
Tools & Team Workflows
Small C# Editor tools and workflow fixes that help art, level design, and programming teams inspect assets, tune effects, and complete handoffs.
Selected Work
Selected case studies from team projects, research work, and personal rendering studies.
- 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
- Insomnia – Spriggan (Full-time Team Project)
- <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