Website powered by
Makoto Wong Ka Cun
Makoto Wong Ka Cun
Game Dev | Technical Artist | Blender | Niagara
selangor , Malaysia

Summary

graduated From "The One Academy " on May 2015.

Work at LemonSky for more that 3 year for AAA tittle such as Gear of War 4, StarCraft Remastered & some toher Blizzard tittle.
Starting there form a 3D modeler & eventually became a Lead technical artist along the way.

After that join metronomik to couch some new modeler and work together with the team to create a PS4 game for Malaysia which is "No Straight Road".
Also "No Straight Road Encore Edition" but most help with the VFX & some BP refinement .

Skills

3D ModelingRiggingVFXrenderingStylizedmaterialTechnicalCompositingProblem solverHard Surface Modeling

Software proficiency

Unreal Engine
Unreal Engine
Unity
Unity
Maya
Maya
Blender
Blender
ZBrush
ZBrush
Photoshop
Photoshop
Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
github
github
After Effects
After Effects
Knald
Knald

Reel

Productions

    • Video Game
      No Straight Roads Encore Edition
    • Year
      2021
    • Role
      Environment & VFX Artist
    • Company
      Metronomik
    • Video Game
      No Straight Roads
    • Year
      2020
    • Role
      Environment & Lighting Artist Supervisor
    • Company
      Metronomik
    • Video Game
      warcraft III reforged
    • Year
      2020
    • Role
      Lead Technical Artist
    • Company
      Blizzard Entertainment & LemonSky
    • Video Game
      StarCraft Remastered
    • Year
      2017
    • Role
      Protoss Team Modeller, Technical Artirst
    • Company
      Blizzard Entertainment & LemonSky
    • TV Production
      Future Worm
    • Year
      2016
    • Role
      Environment & Props Modeler
    • Company
      Disney XD & LemonSky
    • TV Production
      Loopy Fruits
    • Year
      2016
    • Role
      Props Modeler
    • Company
      Framestore & LemonSky

Experience

  • Technical Artist at RICRYM
    PETALING JAYA
    September 2022 - August 2023

    My duty in RIRCYM

    ● Collaborate with other team members to brainstorm, conceptualise artwork and develop

    the Game Design Document (GDD)

    ● Integrate the work of concept artists and animators

    ● Design systems for artist and animators

    ● Import graphic elements into the game engine

    ● Work alongside the programmer and art team to discuss visual design & develop goals

    ● Build game environment and establish physics barriers

    ● Edit and optimise completed artwork

    ● Choose art tools or create custom methods to fit the goal

    ● Direct the rendering process to ensure each frame matches the games art style and runs

    efficiently

    ● Assist artists and programmers as required.

    ● Participate in feedback loops and noting design changes

  • Environment Artist at Metronomik
    bagsar South, Malaysia
    September 2018 - June 2022

    I am grateful to have had the opportunity to join Metronomik after experiencing carpal tunnel syndrome from overworking at Lemonsky. During my time there, I guided fresh graduates on environment white blockouts, proper optimization, and modeling techniques. As part of a small indie company, I had the privilege of working on various aspects of the pipeline, including:

    ● Rigging

    ● Modeling

    ● Lighting

    ● VFX

    ● Node Blueprint/Coding

    My main role, however, was supervising the team to ensure everyone was on track. I also played a key role in determining the art direction of the assets for Ondeh Ondeh

  • CG Artist at LemonSky Game & Animation
    Petaling Jaya, Selangor, Malaysia
    May 2015 - August 2018

    I began my journey in CG art as a props artist for Gears of War. From there, I contributed to several TV series such as "Loppy Fruit" and Disney's "Future Worm," and also worked on Lemonsky's own IP, AstroLOLogy.

    Next, I was fortunate enough to collaborate with my friend Ah Si on the project "StarCraft Remastered," where I was responsible for designing and implementing the Protoss team. I also had the opportunity to work with the tile team and created a Photoshop Action to streamline their workflow.