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TUAN TRAN
Environment Art Lead
Professional experience in asset and environment creation, tools and pipeline development, and experience in all stages of game development for photorealism. With a lean towards organic modeling, looking to create great art and games with great people by cultivating tools and strategies that promote collaborative development.
Modeling Maya | 3ds Max | Zbrush | Blender
Texturing Substance Designer & Painter | Photoshop
Specialized Speedtree | World Machine | Reality Capture | Houdini
Engines Proprietary Engines | Unreal
Professional Experience
Halo Studios | Halo: Campaign Evolved
Environment Art Lead March 2025 - Nov 2026
Environment Art Team planning and creation side by side with the Level Design team.
Set dressing, vegetation creation and visual tuning in Unreal 5, Speedtree, Blender, Maya, Houdini and Substance Designer.
Optimization, and bug fixes.
Tools and pipeline development in Unreal with Tech Art for Level creation needs
Ridgeline Studios | Battlefield 6
Environment Art Lead Jan 2023 - March 2024
Developing, planning and vertical slice development of the Battlefield's single player experience.
Leading a team of artists that plans, constructs and playtests with level designers.
Constructing plans with other leads and art director for levels with their needs and my teams' needs.
Turn 10 Studio | Forza Motorsports
Senior Environment Artist - Biome Artist Jan 2019 - Dec 2022
Foliage and Terrain creation and pipeline development.
Preproduction development and research
3d modeling, environment creation, photogrammetry, procedural and parametric asset creation
Worked with external vendors for vegetation creation
Wargaming Seattle | Unannounced
Environment Artist Aug 2015 - Aug 2018
Foliage, terrain system and water system creation, pipeline development and management of these categories for the art side.
Prop creation and set decoration with references, level design layouts and artistic freedom
Worked with Inhouse art-house for vegetation creation
Turn 10 Studio | Forza Motorsport 5 & 6
Environment Artist - Contract Apr 2013 - Jul 2015
Propping environments in proprietary engine
Terrain creation and polishing
Creating and polishing 3D assets and textures
Speed tree asset creation
Substance Design graphs for specific automated texture creations
Irrational Games | Bioshock: Infinite
Environment Artist - Contract Jun 2012 – Nov 2012
Building Levels (gameplay and non-gameplay space)
Decorating and lighting environments
Timegate Studio | Aliens: Colonial Marines
Environment Artist Oct 2011 – Dec 2012
Lighting and propping environments
3D asset creation
Bioware Austin | Star Wars: The Old Republic
Environment Artist - Contract Aug 2010 – Sept 2011
Lighting and propping environments, terrain creation and polishing
Fixing and updating 3D models
Education
The Guildhall at SMU Aug 2008 – Dec 2009
Masters of Interactive Technology and Digital Game Development, Specialization in Art Creation
University of Texas at Arlington Aug 2003 – May 2007
BFA in Studio Arts, Major focus in Drawing