We’re excited to introduce you to the always interesting and insightful Ruxin Liang. We hope you’ll enjoy our conversation with Ruxin below.
Hi Ruxin, thanks for joining us today. When did you first know you wanted to pursue a creative/artistic path professionally?
Since childhood, I’ve been fascinated by stories with unique worlds, like Totoro, Calabash Brothers, and Snow Kid. Animated films and games always amazed me, especially how creative teams build immersive worlds, bring characters to life, and evoke emotions in such a short time. That curiosity led me to explore how animation is made.
Growing up, I was mostly exposed to 2D animation and illustration, and I didn’t know much about 3D. But when I was applying to the School of Visual Arts (SVA), I discovered the Computer Art program and was immediately drawn to it. I realized that 3D art isn’t just a form of creation, it’s a powerful way to bring characters to life and craft entire worlds. That moment of choosing my major was when I knew I wanted to pursue CG/3D as my career.
Everyone’s journey is different, but CG has a technical learning curve, and studying it in a structured environment gave me the skills and hands-on experience to succeed. Looking back, I truly believe that the magic of animation and games lies in their ability to transport people into new worlds. That’s what excites me the most – creating those worlds and sharing them with others.
Ruxin, before we move on to more of these sorts of questions, can you take some time to bring our readers up to speed on you and what you do?
Hi, I’m Ruxin Liang, a 3D artist and director specializing in animation, creative commercial, and game art. I focus on blending the aesthetics of 3D art with storytelling, and I love using emerging technologies to create immersive, emotionally engaging visual experiences.
I earned my BFA from the School of Visual Arts and my MFA from the Savannah College of Art and Design. Now based in New York, I work at Buck Design, where I focus on 3D modeling, look development, lighting, and compositing. I’m also actively involved in game development and interactive media, always exploring new ways to push the creative boundaries of 3D.
Over the years, I’ve had the chance to work on a wide range of international projects with major brands like Apple, Airbnb, Microsoft, GitHub, Amazon, Meta, and Beats. I aim to bring a distinct visual style and innovative approach to every project. Another highlight for me was contributing to Buck’s original game Let’s Revolution!, where I helped with testing and optimization and contributed to the Meta AR projects. Before that, during my time at Sony Entertainment (formerly Silvergate Media), I worked on Octonauts, helping design and develop products that brought depth and charm to both characters and environments through strong visual storytelling.
What do you find most rewarding about being a creative?
For me, the most valuable part of being an artist is building an emotional connection with the audience through my work. Whether it’s animation, games, or commercials, what moves me the most is when viewers feel a sense of resonance – when they’re not just watching visuals, but actually connecting with the emotions, the story, and the life of the characters.
In my short film Unsurpassed Team I directed, I focused on storytelling, script development, and visual presentation. To help audiences better engage with the narrative, we shared both the script and animation with test viewers throughout production. One memorable example is the broom shop scene at the end of the film. It only appeared in one shot, and required a lot of time and effort, but it was essential to the emotional impact of the story. Even though it wasn’t the most “cost-effective” scene, it turned out to be one of the most memorable moments for the audience.
I also deeply value working with like-minded creatives. The exchange of ideas, mutual support, and trust within a team often leads to the most powerful results. In my work, I’m constantly communicating with different team members, each with their strengths, and that collaboration often sparks unexpected creative directions, which is one of the things I love most about this field.
Looking back, are there any resources you wish you knew about earlier in your creative journey?
In my creative journey, I believe that early exposure to traditional 2D art and a deeper understanding of 3D production techniques, especially in look development, lighting, and compositing, would have been incredibly helpful. Mastering these technical aspects has a huge impact on the quality and expressiveness of my work. In the early stages of my career, school provided a good starting point, but how we learned really depended on individual effort. The techniques I picked up through tutorials were the ones I ended up using most in my professional work.
Additionally, I think having access to resources on teamwork and project management earlier would have been a big advantage. Creative work isn’t just about individual effort; it’s a team process. In the CG industry, high-quality projects often require collaboration among larger teams. More project experience is really important. Most people face challenges when working on projects early on, such as figuring out how to communicate effectively with the team, delivering results within tight timelines, and coordinating across different departments. Learning how to drive the creative process and work efficiently with a team has become an essential skill that I’ve developed over time, especially while directing and collaborating.
Contact Info:
- Website: https://rxiun.artstation.com/
- Instagram: https://www.instagram.com/liarx.art/
- Linkedin: https://www.linkedin.com/in/ruxinliang/
- Other: https://www.behance.net/
Image Credits
Ruxin Liang, FNU Feifan, BUCK design