Summary
Hung Phi is a Lead Cinematic Technical Artist with nine years building real-time cinematic pipelines and tools for AAA titles, currently directing cinematic tech at Sparx on projects like Metal Gear Solid Delta: Snake Eater and Marvel Midnight Suns. He combines deep DCC expertise across Maya, 3ds Max, Mari, Modo, Nuke and Houdini with hands-on scripting in Python, C++, MaxScript and MEL to streamline production and automate complex workflows. As a former technical supervisor and team lead, he has driven R&D, pipeline optimization and cross-discipline training that bridged art and engineering. His work spans shader lookdev, texturing, compositing and game-engine integration, making him fluent in both offline VFX and real-time Unreal cinematic requirements. Known for turning bespoke studio needs into reusable tools and workflows, he balances creative problem solving with scalable pipeline design. Based in Ho Chi Minh City, he pairs a formal animation and VFX education from Raffles with practical leadership on multiple high-profile game cinematics.
9 years of coding experience
2 years of employment as a software developer
Bachelor of Arts (B.A.), Animation, Interactive Technology, Video Graphics and Special Effects, Bachelor of Arts (B.A.), Animation, Interactive Technology, Video Graphics and Special Effects at Raffles College of Design and Commerce