At this website, an overview of the projects that Pan Jeng-Yu has undertaken over the past 18 years will be presented, providing insights into his experiences and qualifications. I hope you find it appealing.


Senior 3d artist

My name is Pan Jeng-yu, and I am a highly experienced 3D artist who has been working in the 3D video industry since 1996. Throughout my 3D modeling career, I have contributed to the development of many of the most popular and acclaimed video game titles. I specialize in creating efficient and beautiful 3D art for video games, with a focus on environment art and prop making.


PC and Consoles projects

 

“Dead by Daylight” is a popular online asymmetric multiplayer survival horror game developed by the Canadian studio Behaviour Interactive. The game was initiated in 2017 by a group of 10 developers and has since grown to around 100 members. Despite facing challenges such as having only 2 environment artists (I was one of them), the team’s dedication and passion for making art helped them achieve the goal of bringing this game to a global market.

I am proud to present his 7 years of devotion to this project and hopes that you enjoy my work.


  • Wolfenstein: The New Order:

    • Action-adventure first-person shooter video game
  • Production:

    • Developed in the year 2013
  • Involvement:

    • Contributed to refining and polishing the game
    • Specifically focused on enhancing the Xbox 360 version

  • Monkey Quest:

    • Nickelodeon's popular online game
  • My Role:

    • Worked on the project in 2013 for a couple of months
    • Helped with production
  • Development:

    • Used Unity as the base engine for game development

Wii project

  • I participated in the development of “My Sims 3” for the Wii platform in 2010.
  • This project spanned over a year and was a significant milestone in my career.
  • It was the first time I worked with a larger team of more than four artists.
  • The game was mainly modular-based, so the majority of the work y
  • I had done was mostly props or sections of the environment.
  • From that point, I stepped into a higher level of the console, which allowed me to have more freedom to create my art with higher polycounts and texture resolutions. This experience helped me develop my skills as an artist and gave me the confidence to take on more challenging projects in the future.

Mobile Projects

  • 2010: BHVR introduced its first mobile game, Naughty Bear.
  • I was the main 3D artist for this project.
  • First time BHVR used Unity engine for this product.
  • Despite the steep learning curve, the team successfully delivered the product on time.

  • The game emerged as a small yet engaging movie promotion game inspired by the popular mobile title ‘Temple Run.’
  • The entire game followed a modular-based approach, demanding only one artist for the entire art development.
  • I was selected to spearhead the production in a swift 4-month span.
  • The game was developed using an early version of Unity.
  • I was responsible for all aspects of 3D and texture art, including some intricate particle VFX. The experience of crafting a game with such a compact team was truly fascinating.

  • Following Temple Run Brave, I was tasked with another similar project, Monster University.
  • I took on the role of the sole 3D artist responsible for the entire environment, including characters.
  • The game adopted a modular approach to accommodate the spawning run path’s unlimited length, but it also featured diverse gameplay elements beyond continuous running.
  • The project spanned approximately 5 to 6 months, benefiting from a small, highly efficient team.

Zoo Tycoon Friends (2016):

  • I served as the main artist, creating all the 3D artwork.
  • Unfortunately, the game was never published.
  • Although no longer playable, it was conceived as a free-to-play game.
  • Intended to combine the beloved Zoo Tycoon ambiance with engaging mobile gameplay.

Nintendo DS Projects

From the year of 2005 to 2016, it was the golden era of the first generation of Nintendo DS, I was fortunate enough to be involved in some big Hollywood projects to develop video games for movie promotions. Since the hardware had very low performance, the majority of my work was done on a very low poly budget. Typically, there were two artists handling all the art, we were one animator and one or two 3D artist. However, I was the main 3D artist responsible for making all the 3D artwork in a very short amount of time.

Scooby-Doo: unmasked DS was my very first project when I began my video game career in the year 2005.

Kim Possible, Disney channel cartoon  based game was done in the same years as Scooby-Doo in 2005

The suite life of Zack and Cody DS, Disney channel popular TV show that I made the whole level around 3 months of making.


Spider-Man: Friend or Foe  DS from Activision took us  around 4 months to develop, with the involvement of two artists and 1 animator. 

Iron Man DS, movie promotion video game. We received a special thanks video from Robert Downey Jr. It was a fun experience .

Transformers was a big title Hollywood project that I have the honor the join the development for the DS platform. it was 3 months of making,.

My Sims Racing , EA  was our publisher and it was s cute version of the racing game similar to MarioKart. it was developed in 2008


MySims SkyHeroes was released after MySims Racing, and I was responsible for the art team. The whole project was intense due to the short deadline, but the result was pleasing.

Monster House, my second semi-horror/comedy game after Scooby-Doo in the year 2010, took four months to craft with a team of three artists and one animator. The experience was intriguing and rewarding.

The Lord of the Ring: Conquest was released on 2009 for several different platform, I was honored to be part of the project, which taught me a lot about how to use the full capacity of the hardware to create games

Rango DS, a game that was created to promote the movie. I was part of the art team and helped with production for half of the project before transitioning to a mobile project. This was my last project for the DS


 BHVR Games Pitches

Planet Geminose was a mini-game that came with a toy brand from Walmart.

  • The target audience was children aged 4-12.
  • Two artists worked on this project for two months.
  • Unfortunately, the project got canceled in the middle of production.
  • Regardless, we had a good time working on this project.

Flingimal was a game pitch developed by BHVR during a low production season

  • Platformer gameplay: control a cute, toy-like animal with finger gestures.
  • One-month artist effort in creating prototype maps.
  • Game cancellation.
  • Valuable insights gained from the experimental project.

 

 


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