PORTFOLIO








PROJECTS

DEAD GIRLS DON'T DITCH
2D-3D Hyper Animation Team Project 2026
Character animation. Shot 2,17,19
A collaborative animation project combining 2D and 3D techniques within a stylized workflow.
Focus on character performance, posing, and animation principles within a stylized hybrid pipeline, with attention to adapting 3D animation to a 2D-styled look.Explored stepped timing, simplified motion, and pose exaggeration to better match the 2D visual style.
Next Stop
Unreal Engine Short Film
Next Stop: Fantasy is a real-time cinematic project developed in Unreal Engine, exploring the integration of animation, physics simulation, and real-time rendering.
The project explores Unreal Engine’s real-time pipeline, including animation sequencing, Chaos physics simulation, Blueprint systems, cinematic lighting, rendering, color grading, and compositing.


Pawbae
Visualizing AI Agent Workflows
Many desktop AI agents can execute long and complex tasks, but their internal processes are often a "black box," making it difficult for users to track, understand, or trust their progress.
Pawbae presents the agent as a pet-like entity, translating abstract background operations into visible, intuitive behaviors. This approach aims to humanize complex workflows, making them more approachable while encouraging continuous user engagement.
Rather than developing a new AI system, the project focuses on building a front-end interface that connects with existing agent frameworks, offering a new way to interact with and guide AI-driven processes.
Long Run
AI-Assisted Game Development
WebGL, Claude, Openclaw, Meshy, Mixamo, Codex
Nailong Run is an experimental web-based game project exploring a fully AI-driven production pipeline. Nailong is from a internet meme.
This project explores a fully AI-assisted pipeline for building a web-based game, combining AI-generated assets, automated workflows, and AI-assisted coding.
Rather than replacing traditional workflows, this project examines how AI can accelerate prototyping and production while identifying its limitations in control, consistency, and artistic direction.

3D CHARACTER ANIMATION
HY-Motion
AI-Assisted Exploration
I built a text-driven 3D animation generation system based on the open-source ComfyUI and HY-Motion frameworks. This system enables a complete pipeline from natural language input to exportable FBX animation, while addressing challenges such as model integration, GPU memory optimization, and retargeting skeletal motion to character animation.
The core workflow is as follows: after the user inputs an action prompt, the Qwen3-8B language model first interprets the motion description and converts the natural language into structured conditions usable by the motion generation model. Then, HY-Motion-1.0-Lite generates 3D human motion data, including skeletal animation, joint rotations, translations, and frame sequences. Finally, through the HYMotionExportFBX node and fbxsdkpy, the system binds the generated motion to a character and exports it as an FBX file.
This system can be used not only for rapid animation prototyping but also as a supportive tool within a professional animation pipeline. It allows creators to quickly test motion ideas and seamlessly transfer the generated results into software such as Autodesk Maya or Unreal Engine for further refinement and production.
Meshy&Mixamo
A rapid 3D character generation system can be built by integrating Meshy, PBR texturing workflows, and Mixamo auto-rigging. The core of this pipeline lies in combining AI generation, PBR materials, automated rigging, and preset animations to create a seamless transition from concept art to a functional 3D character.
While current AI-generated models and animations still require manual refinement—such as retopologizing messy geometry or fine-tuning keyframes—this workflow allows me to quickly validate character designs and prototype animation concepts.
Cascadeur
This AI-assisted animation software automatically generates in-between frames between two keyframes, significantly streamlining the motion production workflow.
It is an ideal workflow for quickly validating animation concepts or handling character animation projects with lower precision requirements.

3D Character Animation / Interactive Dsgn / Game Dev
About me
Jayden is a Chinese-American artist based in the United States who works primarily in 3D animation, moving image, and interaction design. He is also a lover of photography, vintage aesthetics, games, and emerging technologies. He is currently a Senior at the Savannah College of Art and Design, and is available for freelance, internship, and mentorship opportunities this summer.

EDUCATION
BFA Savannah College of Art and Design (SCAD)
3D Character Animation / Interactive Dsgn / Game Dev
2027
SKILLS
Advanced: Maya, Unreal Engine, Blender, After Effects, DaVinci, Premiere Pro
Proficient: Substance 3D, Unity3D, Zbursh


















































