Jun Xia Website and blog: http://jun-xia.com Email: [email protected] Education University of Pennsylvania (UPenn) 2012 – 2016 . BA, Fine Arts Major 2016 . Major GPA: 3.70/4.00, Cumulative GPA: 3.09 . Related Coursework: and Advanced 3D Modeling, 3D Facial Animation, Painting Practices, Digital Design Foundations, Figure Drawing, Topics in Animation, Programming Language Design I, Mathematical Foundations of Computer Science, Video Game Asset Optimization (Independent Study) Technical Skills . Software: o o Substance Designer o Zbrush o Substance Painter o 3D-Coat o Adobe Photoshop o o Adobe Illustrator o o Adobe After Effects o Quixel Suite . Programming Languages: Java, HTML5 and CSS, Python Work Experience 3D Technical Artist, Philadelphia Game Lab (PGL) June 2014 – September 2014 . Designed character concepts and environmental props for MOBA game project Lux and 3D puzzle game Spectrum . Built and optimized 3D art assets from artworks by various artists including myself. Assets built include the main character of Spectrum and various environmental props (selected work in Portfolio) . Worked on multiple projects as both designer and builder Residential Teaching Assistant, University of Pennsylvania Summer 2013 and 2016 . Mentored 28 high school students in Introduction to 3D Modeling in Summer Engineering camp (ESAP) at UPenn . Instructed human anatomy, additional texturing and sculpting skills to select students from class . Residential counselor for 9 high school students during camp. Organized events and counseled students . Advised students with understanding Maya basics and fostered good modeling habits and techniques Teaching Assistant, University of Pennsylvania Jan 2014 – May 2016 . Taught for FNAR 235/FNAR 635 multiple times, 15-22 students consisting of both undergrad and graduate students in each class . College class projects included ‘Machine Object’ with focus on hard-surface modeling, ‘Environment’ with focus on lighting and presentation, and ‘Character’ with focus on character design and understanding organic modeling . Provided constructive critiques for each project in regards to lighting, presentation, modeling, and composition Projects ‘Valley’ Google Cardboard VR App April 2015 – June 2016 . Coded custom shaders in Unity and script for core mechanic of fading textures . Collaborated with a partner in designing project and user research . Collaborated with partner to model and texture all app assets . Featured in the MIT Technology Review about using VR as platform for empathy, http://bit.ly/1W0gBmx Digital Reproduction of 1771 UPenn Orrery January 2015 – May 2015 . Lead 3D and Texture Artist . Optimized textures for a custom-made OpenGL engine . Worked with other artist to add Oculus Rift Support to Orrery . Featured in ACM SIGSIM Digest, http://www.modelingforeveryone.com/2015/12/