Smart City

As a Technical Artist Intern at 51WORLD Digital Twin Technology Co., Ltd. in Shanghai, I contributed to virtual human production and digital twin asset development using Unreal Engine 5 and industry-standard 3D tools. My role spanned shader programming, procedural modeling, and scene optimization.
CONTRIBUTIONS
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Assisted with facial capture and mapping using UE5’s animation system
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Created procedural buildings and environments using Maya, Substance Designer, and Houdini and Python Scripting
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Developed PBR shaders in UE5
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Optimized 3D scenes and assets
Tools
Unreal Engine, Maya, Substance Designer, Houdini
Motion Capture
One of my key contributions at 51WORLD was assisting in the production of virtual humans, focusing on realistic facial expression capture and animation within Unreal Engine 5. The goal was to create lifelike digital characters that could respond naturally in real-time environments.
Responsibilities:
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Assisted in facial data capture and mapping using UE5’s animation system to drive blendshapes and control rigs Supported the integration of real-time facial tracking data into character models to enhance animation realism
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Collaborated with the tech art team to fine-tune expression accuracy, ensuring seamless playback across cinematic and interactive sequences
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Helped maintain asset integrity and pipeline efficiency during iteration and export
Technical Art

During my internship at 51WORLD, I contributed to the environment and visual fidelity of digital twin projects by building procedural assets and writing custom shaders in Unreal Engine 5. My work focused on creating scalable pipelines for high-quality real-time rendering.
Responsibilities:
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Created modular building assets and urban props optimized for real-time performance and visual consistency
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Designed and implemented custom shaders in UE5, including parallax window shaders to simulate interior depth without added geometry
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Applied the Physically Based Rendering (PBR) workflow to ensure consistency in material behavior under various lighting conditions
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Used Python scripting in Maya to automate batch naming and asset preparation for streamlined export
