Chih-Han Hsu
UI/Game Art/Game Design at Supercell- Claim this Profile
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English Native or bilingual proficiency
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Chinese Limited working proficiency
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Japanese Elementary proficiency
Topline Score
Bio
Jordan Bartlett
Chih-Han is the single most talented Art Director I have ever worked with. Artistically, he brings to bear an incredible wealth of technical ability, experience and a very fresh point of view. We worked together for 6 months on Vega Conflict and in that time I was often quite struck with how determined he was to elevate the game's design & graphic elements to a fresh and amazing place. I would happily work with Chih-Han again, and am happy to call him a friend.
John Passfield
Chih-Han is one of those rare art directors who is not only an amazing artist himself but also has the skills to communicate a game's vision to others - including artists under his lead as well as fellow programmers and designers. He has the ability to think about the game in a holistic manner, tying together all aspects from UI to character to environmental art and creating a strong and consistent visual look. He is a pleasure to work with and I hope to do so again one day.
Jordan Bartlett
Chih-Han is the single most talented Art Director I have ever worked with. Artistically, he brings to bear an incredible wealth of technical ability, experience and a very fresh point of view. We worked together for 6 months on Vega Conflict and in that time I was often quite struck with how determined he was to elevate the game's design & graphic elements to a fresh and amazing place. I would happily work with Chih-Han again, and am happy to call him a friend.
John Passfield
Chih-Han is one of those rare art directors who is not only an amazing artist himself but also has the skills to communicate a game's vision to others - including artists under his lead as well as fellow programmers and designers. He has the ability to think about the game in a holistic manner, tying together all aspects from UI to character to environmental art and creating a strong and consistent visual look. He is a pleasure to work with and I hope to do so again one day.
Jordan Bartlett
Chih-Han is the single most talented Art Director I have ever worked with. Artistically, he brings to bear an incredible wealth of technical ability, experience and a very fresh point of view. We worked together for 6 months on Vega Conflict and in that time I was often quite struck with how determined he was to elevate the game's design & graphic elements to a fresh and amazing place. I would happily work with Chih-Han again, and am happy to call him a friend.
John Passfield
Chih-Han is one of those rare art directors who is not only an amazing artist himself but also has the skills to communicate a game's vision to others - including artists under his lead as well as fellow programmers and designers. He has the ability to think about the game in a holistic manner, tying together all aspects from UI to character to environmental art and creating a strong and consistent visual look. He is a pleasure to work with and I hope to do so again one day.
Jordan Bartlett
Chih-Han is the single most talented Art Director I have ever worked with. Artistically, he brings to bear an incredible wealth of technical ability, experience and a very fresh point of view. We worked together for 6 months on Vega Conflict and in that time I was often quite struck with how determined he was to elevate the game's design & graphic elements to a fresh and amazing place. I would happily work with Chih-Han again, and am happy to call him a friend.
John Passfield
Chih-Han is one of those rare art directors who is not only an amazing artist himself but also has the skills to communicate a game's vision to others - including artists under his lead as well as fellow programmers and designers. He has the ability to think about the game in a holistic manner, tying together all aspects from UI to character to environmental art and creating a strong and consistent visual look. He is a pleasure to work with and I hope to do so again one day.
Experience
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Supercell
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Finland
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Computer Games
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400 - 500 Employee
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UI/Game Art/Game Design
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Feb 2014 - Present
New Game Team: Artist, UI/UX, design Hay Day Pop: UI/UX, design Rush Wars: UI/UX, art direction, design Brawl Stars: Contribution on UI and Meta prior to going global Clash Royale: UI/UX and design Smash Land: In-game characters, environments Spooky Pop: In-game characters, environments New Game Team: Artist, UI/UX, design Hay Day Pop: UI/UX, design Rush Wars: UI/UX, art direction, design Brawl Stars: Contribution on UI and Meta prior to going global Clash Royale: UI/UX and design Smash Land: In-game characters, environments Spooky Pop: In-game characters, environments
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Independent Developer
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Brisbane, Australia
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Artist / Game Designer
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Jun 2013 - Feb 2014
Independent development in collaboration with Super Fun Games on the iOS and Android title: Feed Me Munchy. Roles include: art concepts/assets, animation, VFX, GUI and game design. www.feedmemunchy.com Independent development in collaboration with Super Fun Games on the iOS and Android title: Feed Me Munchy. Roles include: art concepts/assets, animation, VFX, GUI and game design. www.feedmemunchy.com
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KIXEYE
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Canada
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Computer Games
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1 - 100 Employee
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Art Director
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May 2012 - Jan 2013
Art Direction, GUI Artist, 3D Modelling/Texturing, comedic stimulation. Art Direction, GUI Artist, 3D Modelling/Texturing, comedic stimulation.
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RockYou
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United States
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Advertising Services
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1 - 100 Employee
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Art Director
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May 2011 - Mar 2012
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Senior Character Artist
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Jan 2010 - Feb 2011
Character modelling, sculpting, texturing, low-poly modelling, pipeline. Character modelling, sculpting, texturing, low-poly modelling, pipeline.
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Pandemic Studios
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Computer Games
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1 - 100 Employee
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Character Artist
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2006 - Nov 2008
3D character sculpting, texturing, skinning, export. 3D character sculpting, texturing, skinning, export.
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Auran
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Computer Games
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1 - 100 Employee
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3D Artist
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Aug 2005 - Feb 2007
Organic/environmental assets; modelling, texturing, optimization. Organic/environmental assets; modelling, texturing, optimization.
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Education
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Griffith University
Bachelor of Multimedia, Interactive Entertainment -
AFTRS