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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