For PDF version, click here: Resume
Eva Tran
Environment Artist
512-636-3485
eva.tra@gmail.com
Software Skills
Art Creation Tools: 3ds Max 2010, MudBox 2010, Photoshop CS4, Flash MX/8, CrazyBump 1.101, XNormal 3.16.7
Level Editors: Unreal Developer Kit, Unreal 3 Editor, Unity Engine 2.6.1, TorqueX 1.5
Productivity Tools: Microsoft Office 2007, Perforce, Tortoise SVN 1.6.9
Scripting Languages: Javascript 1.8.1, Python 3.0
Qualities
• Strong polygon modeling skills and experience with UV texture and normal maps.
• Able to hand paint textures and modify photo references to match established art styles.
• Ability to import assets into level editors and experience working with Unreal shaders.
• Experience working in cross disciplinary teams to determine art requirements and reach time-dependent goals.
School Experience
Maglev (UDK Project): Associate Art Lead Guildhall at SMU – 12/2009 – Current
3D Puzzle Adventure Demo with four Artists, three Programmers, eight Level Designers
• Concepted, modeled and textured environment assets.
• Imported static meshes, skeletal meshes and converted textures to materials in UDK editor.
• Created method to break assets into component pieces for level designers. Level designers used assets to populate world with unique props.
• Assembled shaders on seamless textures, props and objects. Shaders contain nodes that designers use to control lighting for each area.
• Used programmer and designer requests to determine asset list and polycount budgets.
Amazonia (Unity Project): Artist/Designer Guildhall at SMU – 01/2010 – 03/2010
3D Isometric RTS Demo with two Artists
• Created three textures and two building models.
• Created scripts using JavaScript in Unity. Scripts include: GUI, resource pools that decrement over time, AI behaviors, and tech tree.
• AI behaviors include running in specified direction, dying and respawning.
Starshade Valley (UT3): Environment Artist Guildhall at SMU – 05/2009 – 08/2009
Third Person Action Demo with three Artists, one Programmer and four Level Designers
• Modeled and textured diffuse, normal and specular maps for 38 environment assets.
• Modeled two weapon models from concept, imported into Unreal, created mutators for weapon behaviors in UnrealScript.
• Concepted, modeled, rigged and imported player character.
Mayatron 2012 (TorqueX): Artist Guildhall at SMU – 01/2009 – 05/2009
(Winner: Best Overall Game) 2D Action Adventure Demo with one Artist and two Level Designers
• Created three sets of background tiles and three enemy types.
• Animated characters and effects in Flash 8.
Professional Experience
Flutterby (iPhone): Contract Artist Gendai Games – 12/2008
2D Casual Action Game with one Artist, three Programmers and five Level Designers
• Painted two scrolling backgrounds and three creature types using Photoshop.
• Worked with team to implement effects and assets.
Ghostbusters (Wii), Mushroom Men (Wii): QA Tester Red Fly Studios – 05/2008 – 11/2008
• Generated memory reports per level, helping programming, audio and art teams stay within the required memory constraints.
• Compiled and edited level guides for external QA and localization teams.
• Acted as point of contact for TRC and dev kit issues with publisher, external QA and Nintendo. Submitted builds of the game for Nintendo Submissions.
Education
Southern Methodist University 01/2009 – 05/2010
Certificate in Digital Game Development, specialization in Art Creation
University of Texas at Austin 07/2001– 05/2004
B.A. Degree in Liberal Arts, Asian Studies

