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Hung Nguyen
Traditional Artist, Digital Artist, Game Environment Artist
dekisui@gmail.com | 832.259.1438
Portfolio: http://guildhall.smu.edu/portfolio/dekisui/
Star Wars : The Old Republic Portfolio: http://hungpn.tumblr.com/ (Please contact for password)
LinkedIn: http://www.linkedin.com/in/HungN
Page last editted August 2011
KNOWLEDGEABLE SOFTWARE
Tools
· 3D Studio Max 2010
· Adobe Photoshop CS3
· Maya 2009
· Mudbox 2009
· xNormal 3.16.5
· CrazyBump
· Perforce
· MS Office Suite
· Hero Blade
· Unreal Editor 3
· Unity 2.5
· Torque X Game Builder
SKILLS
· 3D high polygon, low polygon and hard surface modeling
· UVW unwrapping and texturing
· Knowledge of Unreal Editor 3 Art Pipeline and Material Editor
· Asset rigging and animation
· 2D conceptual and orthographic artist
· Traditional and digital art skills
WORK EXPERIENCE
Star Wars : The Old Republic April 2010 – June 2011
“Make your own mark and rise to your destiny in this galactic war between the Republic and the Sith.”
BioWare Austin, Team Size varying, Hero Engine
Contract Environment Artist
· Propping and lighting for interior spaces with respect to combat and player interaction
· Remodeled, adjusted UVs and reassigned textures for assets
· Terrain polish on different worlds, adapting to character and process of each environment
· Worked and communicated with small and large teams from various disciplines
· Optimization tasks, establishing new cube maps, and bug fixes
Screencaps available at http://hungpn.tumblr.com/Please contact for password
Minuteman September 2009
“An action packed sci-fi psychological thriller unfolding within film footage and video-game sequences.”
Dreamfly Productions, Inc., Team Size varying, Unreal Engine 3
Independent Contractor Artist
• Modeled and textured first-person high-poly and third-person low-poly AR-15 rifle models
GAME EXPERIENCE
Braveheart: Primae Noctis August 2009 – December 2009
“Stealthily maneuver through a castle using your powerful spirit forms on a quest for vengeance.”
Guildhall, Team Size 17, Unreal Engine 3, Pending PARAMOUNT PICTURES IP
Environment Artist
· Created 50+ concept art pieces for game environment and 5 HUD components
· Modeled and textured 15+ world assets for game environment (at current)
· Imported and tested art assets via Unreal Editor 3
Run January 2009 – May 2009
“There is one escape pod left and you will be the one on it. Get ready for the race for your life.”
Guildhall, Team Size 9, Unreal Engine 3
Associate Art Lead, Lead Concept Artist
· Created concept art for 3 characters, 3 HUD elements, and 30+ ship environment assets
· Modeled and textured one character and 45+ environment assets
· Created 3 complete HUD elements and tested with programmers throughout implementation
· Imported and tested art assets via Unreal Editor
EnGarde : A Tale of War and Cheese August 2008 – December 2008
“Discover a new world as Pierre the Mouse journeys on a quest to vanquish the evil cat.”
Guildhall, Team Size 4, Torque X Game Builder
Team Artist
· Created 17+ Concept Art for all characters and environments
· Created 18 sprite animation sets for main character, two distinct types of enemies and one boss
· Created 23 modular pieces and tile sets for three levels, with custom special pieces for each
· Worked closely with Programmers and Level Designers during implementation and asset testing
EDUCATION
The Guildhall at SMU August 2008 – December 2009
Masters of Interactive Technology in Digital Game Development, specialization in Art Creation
GPA 3.7
University of Houston August 2003 – May 2008
BFA in Studio Arts, Major focus on Traditional Painting
Summa Cum Laude
GPA 3.8
PERSONAL WORKS
Master’s Work June 2009 – December 2009
Modular battle scarred environment and Unity game project
· Designed a 3D environment with visual direction of a realistic lived-in space
· Created modular assets consisting of models and textures simulating increasing destruction
Directed Focus Study “Vertigo” September 2009
3D Environment Scene
· Created a 3D environment based on concept art
· Developed as a realistic space that can be modified for game usage
Directed Focus Study “Taipei Alley” August 2009 – September 2009
3D Environment Scene
· Created a 3D environment based on photographic reference.
Developed as an in-game space with ease of implementation within a game engine
Directed Focus Study “Favela” July 2009
3D Environment Scene
· Created a 3D environment based on photographic reference.
· Developed as an in-game space with ease of implementation within a game engine

