Feiyang Zhou

Gallery

Work from before the Ph.D.: art, games and the interfaces between them.

Drawing, sculpture and rendering; technical art for games; and a few pieces where the art and the system are the same object.

Every piece, across every thread.

Grayscale digital painting of a classical bust with flowing hair and beard, studied for value and form.
Art Process 2021

Head studies

Two master copies in grayscale: a classical bust and a portrait, painted to study value and form.
UI panels assembling out of GPU particles.
Hybrid Clips 2024

Canvas UI drawn in particles

Panels and even a pannable map, rendered entirely as GPU particles.
Unity scene of a construction-site room rendered in a teal and rust dithered palette.
Games Process

Stylized dithering shaders

A screen-space dithering post-process in Unity with swappable palettes and dither textures, RGB or HSL quantization, and contrast control.
Clay-shaded 3D bust of a cat-eared character under pink and blue studio light.
Art Process 2022

Character bust

A character modeled and rendered in Blender, based on my own Final Fantasy XIV Miqo'te.
Studio render of the robot with a geodesic glass dome holding a tree, cat ears, and orange legs ending in wheels.
Games Process 2022

FAE-01 delivery robot

A little product design: a robot that delivers fresh air from Earth-born trees to your home on Mars.
Overview of a modular synthesizer built as physical nodes in VR.
Hybrid Clips

VR physical-UI node editor

A modular synthesizer you patch with your hands: the UI is made of physical modules in VR.
Gaea terrain in warm sandstone colors with canyon walls and crater-pocked flats.
Games Process

Sketch to terrain: four workflows

One sketched layout built four ways, in Stable Diffusion, Gaea, Houdini and World Creator 3, to compare control against realism.
Ink line drawing of a finned sea creature with a mechanical, plated skin.
Art Two skins 2022

One creature, two skins

Creature design: the same body, drawn once mechanical and once organic.
Final render of the glass potion-mixer backpack with brass fittings.
Games Process 2022

Support-gadget kit: from line sheet to render

An original potion-themed gadget kit taken from concept sheet through modeling to final render, with a set of potion grenades.
Clay écorché-style standing female figure on an armature, front view, in a studio.
Art Process 2021

Anatomy figure in clay

Clay figures sculpted to study anatomy.
Glowing square particles streaming from a moving spawner in a night street.
Games Clips 2021

Game engine features, from scratch

Frustum culling, physics, animation blending, wind deformation and a particle system, added to a skeleton C++ engine at USC.
A copper capsule, a dark panel and a glass dome, with large red DANGER and INTAKE decals running across all of them.
Games Process 2023

Flexible decals in a deferred renderer

A decal system for Unity's deferred pipeline that projects diffuse, normal and emission decals from box volumes into the G-buffer.

Do not press

This lets the cat loose on the page for 30 seconds. It will press things and knock the page about. You can stop it any time by grabbing the cat. Everything goes back afterwards.

Stop the cat?

Everything goes back where it was.