Linke Li

I am an independent and versatile 3D generalist and VFX artist, specializing in industry-standard workflows for 3D modeling, animation, visual effects, offline and real-time rendering, and compositing.

I have a strong background in audiovisual post-production, computer graphics, along with broad knowledge of the audiovisual field. My work spans indie games, 2D/3D animations, and short films. I enjoy working across different formats and pipelines, and I continuously develop my skills by exploring new tools, techniques, and production challenges.

2024-2026: Master's Degree in Audiovisual Postproduction, INSA Hauts-de-France / Université Polytechnique Hauts-de-France

2017-2021: Bachelor's Degree in Digital Media Technology, Beijing University of Posts and Telecommunications

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Projects

3D Animations

Building Mir Space Station

This faithfully accurate animation of the Mir space station was produced entirely by me for the Cité de l’Espace Mir space station exhibition in Toulouse. Following the publication of my spaceflight-related work on YouTube, I was contacted by the institution and commissioned to create this animation.

The 3D modeling was carried out in Blender, based on extensive reference imagery and technical blueprints, and the project was rendered in Cycles using procedural materials.

Blender
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REAL SPACE: Spaceflight Animations

I founded the REAL SPACE YouTube channel in 2022, focused on creating spaceflight animation content. The channel has since grown to over 4 million views and 22,000 subscribers.

I handle the full production pipeline, including 3D animation and asset creation in Blender, 2D motion graphics in After Effects, and editing and color grading in DaVinci Resolve and Premiere Pro. All 3D models are built from real-world photographic and blueprint references.

Blender
After Effects

Stylized / Experimental 3D Animations

I have explored multiple 3D animation styles and production approaches, expanding both my technical skill set and visual sensibility. My work ranges from low-poly stylized animation to realistic, documentary-oriented animation.

My primary tool for modeling and animation is Blender, and I also have working experience with Maya and 3ds Max.

Blender
Maya

VFX / Compositing

L’Illusionniste double: Remake

I contributed to the compositing and created the CG environment for a remake of L’Illusionniste double et la Tête vivante, originally directed by Georges Méliès. This student project was shot entirely on a soundstage using green screen. The team used ShotGrid for project tracking, and I developed a structured compositing workflow to improve collaboration and shot management efficiency.

For the CG environment, I performed retopology to create optimized low-poly versions of scanned and sculptured assets, and used Substance 3D Painter to produce PBR textures for final rendering.

Nuke
Substance 3D Painter
Blender

Sputnik (work in progress)

I used Nuke on various shots of this full CG animation, integrating fine details and enhancing the visuals with realistic smoke simulations.

Nuke
Blender

Real-time / Games

Interstellar Typewriter

A mechanical typewriter simulator designed and developed by me in Godot. Set in a mysterious, enclosed environment, this game explores writing as a tactile, interactive experience, featuring a fully detailed typewriter with animated paper and mechanical components. Players can freely explore the room and interact with surrounding objects.

I self-taught GDScript for programming in Godot, and used Blender for modeling and Substance 3D Painter for all texturing work.

Godot
Blender
Substance 3D Painter

War Over Pacific (Prototype)

A low-poly combat flight simulator built entirely by me in Unity, with a custom-implemented aerodynamic flight model derived from real-world lift and drag equations. I also developed a custom Shader Graph–based ocean shader to achieve an animated low-poly water style optimized for real-time rendering.

Unity
Blender

Grand Prix Evolution (Game Mod)

Development of this mod began in 2020 and concluded in 2025. The project is a remastered reinterpretation of Geoff Crammond’s Grand Prix series (1992–2002), recreated for modern simulation platforms. I rebuilt the original car models, remastered the textures, and learned to use a range of isiMotor-based modding tools and the usage of DirectX 9 shaders to integrate the content into Automobilista and rFactor.

The mod has been highly praised by players and is currently one of the highest-rated vehicle mods for Automobilista and rFactor on Overtake.gg.

Maya
Blender
Photoshop

VIDEO EDITING

I directed and edited several short films during my bachelor’s studies.

In 2022, I directed and edited a 60-minute semi-fiction, semi-documentary film about the life of an unemployed individual during China’s Zero-COVID policy.

I participated in the editing of the short film Dédale (2025) using DaVinci Resolve, which was produced by a team of over 20 students using an industry-standard post-production workflow.

I am also the editor and post-production supervisor for band Aphelion’s live concert recording. I used multi-camera editing function in Avid Media Composer.

DaVinci Resolve
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Avid Media Composer
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Skills

3D Animation & Modelling

Proficient in 3D modeling (low-poly / high-poly), PBR texturing, UV editing, baking, animation and rigging, with 4 years of Blender experience and good knowledge of Maya and 3ds Max. I also have a strong understanding of core 3D computer graphics principles, which helps me quickly learn and master new tools and workflows.

Blender
Maya
3Ds Max
Substance 3D Painter
RealityScan

VFX & Compositing

I am proficient in node-based compositing in Nuke, including 2D and 3D tracking, rotoscoping, morphing, and the integration of CG elements into live-action plates. I also have experience with camera and object tracking in SynthEyes, as well as destruction and fluid simulations in Houdini.

Nuke
Syntheyes
Houdini (Basics)

Game Dev / Programming

I have worked on various game projects and am comfortable with multiple scripting languages. I have a strong understanding of low-level programming concepts and game optimization techniques, and I am proficient in object-oriented programming in languages like C#.

Unity
Godot
Unreal (Basics)
Python
C#
C
GDScript
Java

Video Editing

I am proficient in industry-standard editing software, handling the full post-production workflow from proxy generation and multi-track editing to final delivery. I have edited short films, concert videos, trailers, as well as animated content for my YouTube channel.

DaVinci Resolve
Premiere Pro
Avid Media Composer

Graphics Design & Motion Design

I have extensive experience using Photoshop and Affinity for 2D graphics, texturing, and photo editing.

After Effects
Photoshop
Affinity
Illustrator

Sound / Music

During my studies, I completed courses in digital music composition and sound editing. I have experience using various DAWs to create music, sound effects, and perform audio editing, and I have composed multiple soundtracks for short films as well as for my own YouTube videos.

Audition
LMMS
Reaper
Pro Tools
Cubase

Project Management

I have experience using ShotGrid to manage VFX production projects and possess a solid understanding of project management and software development principles. I have also participated in several semester-long student projects involving 20+ team members.

ShotGrid

Language

I am comfortable working in English or French and can communicate effectively with team members.

English (proficient)
French (DELF B2)
Chinese (native)