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Patrick Tran
Patrick Tran
Senior Technical Artist at Cryptic Studios
Seattle, United States

Summary

OVERVIEW

I’m a Technical Artist that's been creating innovative, efficient shaders, architecting scalable toolsets and pipelines, and supporting art teams on projects ranging from small indie games to large AAA titles that strives to collaborate with other developers to create world-class interactive experiences.

I always seek to empower content creators to make high quality art, and facilitate open communication as a liaison between art and tech.

Skills

Shading3D ModelingDigital SculptingEnvironment ModelingVisual EffectsShadersProgrammingPBR Texturing

Software proficiency

Houdini
Houdini
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
Python
Python
Frostbite Engine
Frostbite Engine
C++
C++

Productions

    • Video Game
      Just Cause 4
    • Year
      2018
    • Role
      Technical Artist
    • Company
      Avalanche Studios
    • Video Game
      Madden 18
    • Year
      2017
    • Role
      Associate Technical Artist
    • Company
      EA
    • Video Game
      Rory McIlroy's PGA Tour
    • Year
      2015
    • Role
      Associate Technical Artist
    • Company
      EA
    • Video Game
      HIT
    • Year
      2015
    • Role
      3D Artist
    • Company
      Shifty Chair Games

Experience

  • Senior Technical Artist at Cryptic Studios
    Los Gatos, US
    May 2019 - Present

    • Prototyped and implemented a custom cel shading/lighting system in Unreal Engine

    • Developed and maintained a flexible, scalable shader library for environment, character, and VFX teams that supported diverse asset creation and also integrated with gameplay effects developed by design teams.

    • Accelerated the workflows of artists by creating tools to clean up existing libraries of assets and developing tools to automate repetitive processes

    • Created and maintained a library of destructible assets that integrated with Audio and VFX using Unreal Engine’s Chaos Physics system

    • Cultivated a studio culture of trust and communication between artist, programmers, and technical art.

  • Technical Artist at Avalanche Studios
    New York City
    September 2017 - April 2019

    • Architected, developed, and maintained a pipeline between Maya and Substance Designer for procedurally generating textures and materials for low LOD/proxy environment and vehicle meshes.

    • Expanded existing tools to allow for more robust previewing of PBR materials in Maya and quality-of-life improvements to artists’ workflows

    • Worked closely with gameplay programmers and rendering engineers to develop hologram shaders to convey gameplay elements

    • Interfaced with Production to advocate for scheduling and technical concerns for the DLC art team

  • Associate Technical Artist at Electronic Arts (EA)
    Orlando, United States of America
    August 2015 - September 2017

    • Created a scalable node-based shader library used for Madden18’s in-game and cinematics environment art teams using Frostbite Engine.

    • Supported the Longshot (Madden18 Cinematics) and PGA Tour teams’ environment artists and lighters by developing iterable, artist-centric solutions to technical issues.

    • Prototyped a toolset for use by cinematic lighters for EA’s global lighting

    initiative in Frostbite Script (Python-based)

    • Implemented procedural solutions for generating outer terrain and placing

    of environment assets using Houdini.

    • Managed and documented the art-side implementation of EA’s grass technology for Longshot

  • 3D Artist at Shifty Chair Games
    Orlando, United States of America
    January 2014 - February 2015

    • Worked with a small team of four artists to create a multiplayer indie shooter

    • Authored flexible, efficient master shaders for all environment and weapon

    models.

    • Planned efficient UV/Texture packing configurations to optimize texture

    usage throughout the environment

    • Created compelling shader VFX to convey character abilities for three of the four character classes as well as ambient VFX to add life to the environment