Summary
Overview
Work History
Education
Skills
Websites
Timeline
Generic

Hung Nguyen

Cypress

Summary

Senior Environment Artist with expertise in Unreal Engine, specializing in collaboration and creative problem-solving. Proven track record of driving artistic vision and delivering high-quality assets that meet multi-disciplinary requirements. Committed to creating immersive environments and enhancing team synergy.

Overview

15
15
years of professional experience

Work History

Senior Artist

Cloud Chamber
03.2018 - 08.2025
  • Developed, proposed, and defined new layouts, space identities, and proxy assets in tandem with the director, stakeholders, and multi-discipline needs to ensure alignment with artistic vision, quality, and gameplay needs.
  • Collaborated with other disciplines to brainstorm and generate innovative ideas for gameplay mechanics and world-building. Often, flexibly and quickly responding to pivots in design or alternate assignments.

Level Architect

Hangar 13 Games
08.2015 - 03.2018
  • Created the Bayou Fantom district of the game and crafting an authentic experience and space alongside Designers and Mission Artists to further develop critical path gameplay spaces and narrative experiences.
  • Worked intimately with Level Designers, World Builders, and Art Leads to ensure the quality and direction of terrain meshes and city spaces—to include level building, set dressing, and building out open world and mission spaces with props and vegetation to establish the look and feel of the environment.
  • Additional duties included optimization tasks, establishing and maintaining road networks along with Level Designers, propagating and building cover and navigational data and fixing bugs for the Bayou Fantom and surrounding districts as needed.
  • Collaborated with Level Designers and team to establish and set foundation for Stones Unturned DLC mission areas within the city as well as building the Island game space and critical path, including creating and coordinating asset lists, art budgets in addition to normal duties.

Environment Artist (Independent Contractor)

The Deep End
02.2015 - 07.2015
  • Create meshes and level building; jointly established the look and feel of environment and aesthetic of game.

Environment Artist (Independent Contractor)

Day for Night Games
06.2014 - 08.2014
  • Created furniture assets in the period style and the Space Minotaur arcade machine around supplied artwork.

Environment Artist

Irrational Games
04.2013 - 04.2014
  • Established and determined the look and feel of terrain meshes with respect to the Streamline-Moderne style and aesthetic of the art direction.
  • Modeled and textured various assets along with uniquely crafted terrain meshes for all levels.
  • Worked intimately with Level Builders and Leads to ensure quality and direction of both assets and terrain meshes and their purpose and presence within the spaces.

Environment Artist 1

TimeGate Studios
10.2011 - 12.2012
  • Populated, lit and optimized scenes and levels.
  • Modeled new assets and reviewed and modified pre-existing and outsource assets.
  • Worked and communicated closely with Level Designers to maintain level flow and cover/combat pacing as well as establishing horror mood via lighting and set dressing through areas such as the Sulaco Med-Bay and transitory hallways.
  • Additional duties included using GPAD for level optimization and performance for PS3 as well as animation and modeling support for animators.

Environment Artist (Contract modeler while employed by TimeGate)

Irrational Games
06.2012 - 11.2012
  • Led terrain team and scheduled, assigned and reviewed our meshes to ensure quality and performance within game in addition to implementing these meshes into nearly all levels of Infinite.
  • Created and maintained roads and surfaces with regard for player and AI character movement and helped to establish look and feel of meshes for later levels in game.
  • Worked closely with Level Builders and Leads to ensure quality and direction of terrain pieces and their interaction within the level and worked intimately with my own team members.
  • Fixed and proactively hunted bugs in terrain meshes and within level implementation.

Environment Artist (Contract)

BioWare Austin
04.2010 - 06.2011
  • Propped and lit interior spaces with respect to combat and player interaction.
  • Remodeled, adjusted UVs and reassigned textures for assets such as the Imperial building set.
  • Polished terrain on different worlds, adapting to style and process of each planet.
  • Worked and communicated with small and large teams from various disciplines.
  • Additional duties included optimization tasks, establishing new cube maps, and fixing bugs.

Education

Masters of Interactive Technology - Digital Game Development

The Guildhall At SMU
Plano, TX
03.2010

BFA - Studio Arts, Major focus on Traditional Painting

University of Houston
Houston, TX
05.2008

Skills

  • Adobe Photoshop CS3
  • 3D Studio Max 2008
  • ZBrush 4
  • ZBrush 4r5
  • Unity 25
  • Hero Blade Editor
  • Unreal 4 Editor
  • Unreal 5 Editor
  • Fusion Editor

Websites

Timeline

Senior Artist

Cloud Chamber
03.2018 - 08.2025

Level Architect

Hangar 13 Games
08.2015 - 03.2018

Environment Artist (Independent Contractor)

The Deep End
02.2015 - 07.2015

Environment Artist (Independent Contractor)

Day for Night Games
06.2014 - 08.2014

Environment Artist

Irrational Games
04.2013 - 04.2014

Environment Artist (Contract modeler while employed by TimeGate)

Irrational Games
06.2012 - 11.2012

Environment Artist 1

TimeGate Studios
10.2011 - 12.2012

Environment Artist (Contract)

BioWare Austin
04.2010 - 06.2011

Masters of Interactive Technology - Digital Game Development

The Guildhall At SMU

BFA - Studio Arts, Major focus on Traditional Painting

University of Houston
Hung Nguyen