Siew Yi Liang

Software Engineer & Technical Artist


I specialize in making tools and code go fast. I solve problems for artists, developers, and gamers alike.

Work Experience

Production Tools Engineer

Apple | 2020-07-20 - Present

Working with the Technology Development Group (TDG) implementing bugfixes and new features to Reality Composer, internal tools/frameworks, and other unannounced projects.

  • Contributed work to the physics, animation and USD parser sub-systems of the engine/frameworks.
  • Also collaborating with Autodesk to contribute both bug fixes and new features to the USD for Maya project and ensuring a successful workflow for USD on Apple platforms.
  • Worked on proprietary production tools for our various internal art teams and am one of the two engineers working on any DCC-specific tooling.
  • Help support other teams at Apple who are making use of USD and develop features/bugfixes to address their needs.

Senior Cinematics Technical Director I

Blizzard Entertainment | 2018-02-23 - 2020-06-26

Part of the front-end TD team at Blizzard Animation, working on the tools and technology behind the cinematics across Blizzard titles.

  • As a senior, I was tasked with taking on the responsiblities of helping to guide more projects and other junior TDs to success as well in their own endeavours.
  • I worked on tools and pipeline projects and saw them through across departments, all the way to final render (and usually beyond).
  • Worked closely with RnD/Engineering departments on various projects, including public forks (e.g. Alembic enhancements) and internal-only tools.
  • Developed internal libraries (PSD parser, custom animation file format) and Python extensions for other departments to use.
  • Developed WinDbg extension to help debug complex issues and coordinated with 3rd-party vendors, dropping to assembly when necessary without access to source code.

Cinematics Technical Director

Blizzard Entertainment | 2016-03-04 - 2018-02-23

Working on the front-end TD team at Blizzard Animation to support and create tools for artists within the Cinematics group.

  • Worked on tools/pipeline that span almost the entire range of departments across the Cinematics team (Previz/Concept/Modeling/RigSim/Animation/Surfacing/Lighting/RnD etc.
  • GUI tools (Qt, ImGui etc.), DCC plug-ins (Maya, 3ds max, Mari etc.), file formats (Alembic, PSD, internal-only etc.), proprietary software (lighting engine), whatever the need is for a project to succeed.

Technical Artist

Frostburn Studios | 2014-11-01 - 2016-02-12

Worked on Heroes of Newerth as a technical artist and pipeline developer.

  • Developing pipeline tools, including custom ftrack integration for various DCC applications.
  • Developed CI build process for tools team.
  • Overhauling animation/rigging process from a legacy pipeline.
  • Conduct RnD for new features along with training artists to use various new tools.

CG Animator/Technical Artist

E-Line Media | 2014-05-01 - 2014-10-31

Worked on the video game Never Alone.

  • In-game/cinematic character animation.
  • Character rigging and writing custom tools in order to facilitate the animation asset pipeline.
  • Character modeling and shader/fx lookdev.
  • Debugging Unity 3D issues related to the art pipeline.

3D Generalist (internship)

Infinite Frameworks Studios | 2013-05-01 - 2013-08-01

Worked on various TV commercials.

  • Set extensions and rough keying for various shots in live-action.
  • Modeling/texturing/rigging/animation/storyboarding for a CG animated intro sequence.

VFX artist (internship)

Mikoishi Studios | 2009-12-01 - 2010-07-31

Worked on the video game Dark Grounds.

  • Design/implementation of various visual effects, along with map/gameplay scripting.
  • Development of promotional material, including the official game website.

Temporary graphic designer

Lucasfilm Animation Singapore | 2009-10-01 - 2009-11-30

Created various illustrations and worked on internal videos/photography for company events.