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