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Helen Zhang | Baltimore, MD | helenzhangart at gmail dot com

I am a highly motivated artist with a unique technical understanding of code and a broad set of creative abilities that have allowed me to adapt to studios large and small. I learn quickly and thrive in team-based environments.

Objective: To contribute my broad, but deep, set of skills in 2D and 3D art production to a challenging professional career in video game development.


Illustration, concept, vector: Photoshop, Painter, Illustrator, Flash
Texturing: Photoshop, Mudbox, Crazybump
3D Modeling: Maya, 3DS Max
UV Layouts: Maya, 3DS Max
Website design, XML: Dreamweaver, HTML/CSS, inDesign

Page layout: inDesign
Source control: Subversion, Perforce


Senior Artist, CityVille 2 — Zynga East – May 2011 - Present
- 3D modeling, UV unwrapping, texturing, and basic rigging/animating environment assets, buildings, and props for 3D social game CityVille 2 using 3DS Max and Photoshop (2011-present)
- Establishing and documenting 3D asset pipelines while informing art tool creation for use in a real time 3D engine
- Researching and developing creative broad strokes to solve technical problems, like how to create low poly trees that still
retain a high quality aesthetic
-Collaborating with engineers and designers to integrate new tech and features

Artist, FrontierVille — Zynga East – October 2009 - May 2011
-2D concepting, vector illustration, and Flash animation for social game FrontierVille as a founding artist; responsible for
creating a majority of the game’s animals
-Familiarity with XML coding for asset implementation and amending cross-discipline bottlenecks
-Utilizing creative problem solving skills to overcome technical hurdles and art errors
-Honing an efficient and flexible work style in response to an aggressive feature cadence, consumer demands, and shifting
Facebok policies

Creative Manager — Benxing Entertainment – May 2009 - October 2009
-Direct a small team towards creating consistently high quality, entertaining video game titles for children and the iPhone, while guiding individual’s diverse creative talents towards a common goal.
-Concept, illustrate, model, texture, rig, and animate characters, environments, props, and UI elements for a 3D, stylized online children’s game, using Maya, Photoshop, and the Unity engine.
-Redesign the website and brand identity with HTML, CSS, and Dreamweaver.
-Stimulate open communication between team members to reduce blocking issues and inefficiencies.

Art intern — Big Huge Games — Nov 2008 - Mar 2009
-Create environmental textures, low-poly models, and UVs for an unannounced RPG using Photoshop, 3D Studio Max, Crazybump, and Zbrush
-Work within the production pipeline to create polished, coherent cities that resonate with concept artists' vision.

  This is a concise, web-formatted version of my resume. If you want more information regarding my work experience, awards, and education, you can download my PDF Resume