Tony Tsang

Studio Art Director at Emerald City Games
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Contact Information
us****@****om
(386) 825-5501
Location
Vancouver, British Columbia, Canada, CA
Languages
  • English -
  • Cantonese -

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5.0

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Paul Pawlicki

Tony is ridiculously talented. His vehicles were always amazing and he could do them very rapidly. He is much more than a vehicle artist, though. He can create beautiful characters and probably anything else you asked him to do. He was a pleasure to work with and the definition of a team player. He had some challenging circumstances related to changes that were required by legal. He was able to take a large amount of

Adam 🇦🇺 Badke

Tony was consistently a friendly and knowledgeable guy who was always quick to help, answer questions and provide guidance. His dedication to producing high quality work, his artistic talent and understanding of underlying gaming technology are immediately obvious. Not only was Tony highly professional and a great guy to be around in the studio, he was also very supportive of his colleagues. A specific example of this was Tony took the time to provide me with detailed feedback on my art portfolio, giving me a huge amount of guidance and advice. I highly recommend Tony Tsang, and look forward to the opportunity to work with him again.

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Experience

    • Computer Games
    • 1 - 100 Employee
    • Studio Art Director
      • Jan 2016 - Present

      • Provide Art Direction and setting a visual benchmark for the concept, lighting, characters, environments as well as UI and Marketing for multiple projects.• Facilitated critiques and reviews for artists and provided assistance in asset creation to ensure their work met visual standards and matched established art styles.• Scheduling and ensuring the delivery of art content were on schedule.• Establishing production pipelines. • Heavily involved in game design to solve technical and gameplay related issues.

    • Co-Founder / 3D Art Lead
      • Sep 2012 - Jan 2016

      • Established the proof of concepts that set the visual benchmark for lighting, texturing and modeling of characters and environments.• Established the look and feel for product’s user interfaces; defined navigation, user workflows and layouts focusing on usability.• Created and developed a distinct look for product branding on social media, web and store pages.• Facilitated critiques and reviews for artists and provided assistance in asset creation to ensure their work met visual standards and matched established art styles.• Ensured the delivery of art content was on schedule.• Worked closely with the Rendering department to enhance and develop game shaders and other rendering features.• Managed the memory budget and allocation for character and environment art.• Established a production pipeline for preparing and exporting assets to the Phyre Engine.• Assisted with the integration of 3rd party software such as Enlighten.• Responsible for creating Characters, Environment, Lighting and UI art assets.• Spearheaded the rendering and compositing for promotional images and FMVs for marketing campaigns.• Researched and experimented new software and tools to improve team productivity.• Heavily involved in game design to solve technical and gameplay related issues.

    • Character/Senior Vehicle Artist
      • Sep 2010 - Jul 2012

      • Responsible for the conceptualization and creation of vehicles and weapons.• Responsible for setting up, supporting and improving existing prop and vehicle destruction system for open world games.• Worked closely in specialized Scrum-Groups to implement vehicle related systems such as weaponization and object destruction.• Researched and implemented innovative solutions to solve memory and other budgeting issues.• Researched new tools and techniques to improve work flow for 3d art production.• Worked directly with the Art Director and the Concept team to ensure quality art.• Worked closely with Code Department to solve technical and game play issues for vehicles and destructible props.

    • Computer Games
    • 1 - 100 Employee
    • Assistant Lead Character Artist
      • Oct 2009 - Sep 2010

      • In charge of designing and creating templates for character in-game modular systems.• Worked directly with the Art Director and the Character Lead to establish standards for in-game characters. • Worked closely with the Code Department to implement character related systems as well as to solve performance related issues.• Provided critiques to ensure art assets quality.• Assisted the Character Lead with departmental scheduling, and ensured assets are created on time• Trained junior artist and interns to prepare them for production.

    • Character Artist
      • Mar 2005 - Mar 2010

      • Responsible for the creation of in-game character assets, from highpoly sculpting, lowpoly, texturing, rigging, facefx®, to shader creation.• Researched new tools to help improve work flow.• Construction of complex in-game shaders for modular characters as well as unique effects in the Unreal® Engine.• Worked with different departments to solve technical issues.• Responsible for the creation of detailed meshes for environment assets.• Trained the Environment Artists to use Zbrush.• Created tile-able textures as well as mesh for environment.

    • Freelance Artist
      • Jun 2000 - Mar 2004

      • Designed graphics for Wings Production, HK.• Illustrated for children manuals.• Designed and created characters for mobile games. • Designed graphics for Wings Production, HK.• Illustrated for children manuals.• Designed and created characters for mobile games.

Education

  • Sheridan College
    Certificate, Computer Animation
    2003 - 2004
  • Alberta University of the Arts
    Bachelor, Media Arts and Technologies
    2000 - 2003

Community

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