BERNICE WONG

Technical Artist

ResumeCV
LinkedIn
bernice_wong@outlook.com

Hi there!

I’m Bernice, a Toronto-based Technical Artist. With experience working as a 3D artist, I have an understanding of the 3D game asset pipeline as well as asset optimization techniques. I’m super passionate about deep-diving into performance investigations and optimization techniques, as well as learning
about new workflows and tech. I’m constantly working to improve my own skills to be the best Techical Artist I can be.

Below you can find an overview of my skills, experience, and educational history. My full resume can be found here, and my full CV can be found here. If you’re interested in seeing some of my old 3D work, you can find environment work here and props here.


SKILLS

• Asset optimization and in-engine
implementation
• 3D Modelling & Texturing
• Performance investigation
• Tech exploration and research

• Documentation
• Material/shader creation
• VFX creation
• Scripting (UE Blueprint, C#)


EXPERIENCE

Technical Artist (Contract)

Compulsion Games (Xbox Games Studio)

• Researched, established and championed UE5 best practices; communicated to artists regarding
recommended content-creation workflows based on findings from performance investigations
• Expanded the breadth and depth of the studio knowledge base of UE5 and its systems, facilitating
studio-wide technology adoption decisions
• Presented current and future performance challenges to the multidisciplinary performance team during
bi-weekly performance meetings
• Conducted deep dives into UE5 technologies in collaboration with Core Engine Programmers
• Co-created new technology workflows and pipelines with the Environment and VFX art teams
• Explored tech options with VFX and lighting artists, including solutions for fluid simulation and fog
• Prototyped fluid simulations and shaders according to concept art, under the guidance of the Art Director
• Developed conclusive AB Test methodology, utilizing a toolchain that consisted of Perforce, TeamCity,
Hermes, XBox GDK, and PIX
• Reviewed, profiled, validated, and implemented default rendering settings to project files


July 2024 – present!

Key Projects:
Unannounced new IP

• Supported the team’s data validation and optimization efforts leading up to the game’s launch
• Found causes and provided solutions to vexing console hitches by deep diving into frame render timings
using PIX and the XBox GDK
• Re-engineered existing rain technology to hit performance targets without compromising visual quality
• Fixed hundreds of build-data related problems including HLOD system-related bugs that appeared days
before shipping
• Identified the cause of console-only VFX bugs in conjunction with Core Engine, and guided artists to fix
them

South of Midnight (2025; PC, Xbox X/S, PS5, Nintendo Switch 2)
• Game Award Winner – Game For Impact
• Peabody Winner – Immersive & Interactive Category
• BAFTA Winner – New IP
• Canadian Game Award Winner – Game of the Year; Studio of the year, Best Console Game; Best Narrative; Best Art Direction; Best Soundtrack; Best Audio Design
• Digital Foundry Recommendation for great performance on both Xbox Series S and X consoles

Technical Artist

Gameloft Toronto

• Was part of the studio’s core team and reported directly to the studio’s Art Director; supported all projects that the studio was working on
• Optimized and integrated art assets for latest updates to the Glitch engine (an internal rendering engine) for Disney Magic Kingdoms and prototype projects, delivering required data in a timely manner
• Troubleshot and fixed visual issues regarding VFX that have been imported to Unity for an unnamed project
• Edited and improved on existing art asset importer scripts, including BDAE material importer scripts
• Investigated/solved various issues regarding broken shaders in Unity
• Provided technical support for artists  whenever requested

May 2023 – February 2024

Key Projects:
Disney Magic Kingdoms and unannounced projects

Technical Artist (Contract)

The Beans Team

• Created VFX using Niagara (UE4’s VFX system)
• Set up various light fixtures based on team needs
• Implemented VFX to existing Blueprint systems
• R&D-ed more optimized approaches to creating VFX
• Experimented with fluid simulations using Niagara
simulation stages
• Edited existing Niagara systems to improve gameplay
feedback
• Provided technical support when necessary

September 2022 – February 2023

Key Project:
A new unannounced IP to-have-been published by Devolver Digital

Unity 3D Artist (Contract)

Lofty Sky Entertainment

• Spearheaded a major pillar of the game’s design
• Designed, modelled, and textured environments and exploration/customization props
• Implemented sets and props to Unity
• Worked closely with the Art Director regarding visual direction

January – June 2022

Key Project: Sky of Tides
A narrative adventure game with exploration and customization

3D Artist

Safyre Labs

• Rendered and composited solo jewelry renders using Photoshop
• Built on-fig models for existing jewelry using Rhino 3D

September –
November 2021

3D Artist (Contract)

BitHeads

• Optimized and polished existing models of AT&T
installations for Unity implementation
• Modelled and textured new installations in Maya and Substance Painter
• Reviewed reference material and technical instruction manuals closely for accurate re-modelling and re-creation of installations

June –
September 2021

Key Project: AT&T Flex App
an app for mobile devices that instructs technicians on building AT&T installations

3D/Technical Artist (Intern)

Twenty Billion Neurons

• Conceptualized environments and built a new gym environment in Unity
• Modelled props with Blender, textures models in Substance Painter
• Implemented and lit new gym environments in Unity
• Created custom shaders using Unity’s shader graph
• Communicated with marketing team and product owner for product direction

October 2020 –
April 2021

Key Project: Fitness Ally
an ai-driven fitness app for ios/android devices

3D Modeller/Concept Artist

University of Sherbrooke

• Created environment concepts
• Sculpted, retopologized, modelled, rigged, skinned, and animated character and environment models in Blender
• Created custom shaders using Unity’s shader graph

September –
December 2019

Key Project: Algorinthe
A cross-platform educational game for occulus rift and android devices

Fine Arts Teacher

Beware Wet Paint Progressive Art School

• Taught students aged 4 – 17 fine art skills and techniques
• Performed technical demonstrations and delivered project briefs
• Advised students in preparing portfolios for postsecondary & high school art programs

May 2017 – March 2020


EDUCATION

Honours Bachelor of GAME DESIGN
Sheridan College

2017 – 2021

BA in DIGITAL FUTURES (partial)
OCAD University

2015 – 2017