Enviro n m e nt Artist

www.chrislomaka.com
art@chrislomaka.com
1-9'1 I -52'1-6095

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CHRIS LOMAKA
Professional Summary
www.chrislomaka.com
art@chrislomaka.com

Highly accomplished environment artist with extensive experience in working on AAA titles. Driven
to create believable worlds that players are interested in exploring, and will have fun discovering.
Excellent problem solver of issues requiring coordination with other teams. I want to make places
that remind people just how awesome the world is.

941 - 524 – 6095

Professional Experience
EXPERTISE


Environment Art

Level/Set Dressing

Vegetation

ArchitectureHard-Surface Modeling

Modular Set CreationPBR Surfacing

Terrain Generation

Photogrammetry

PROGRAMSMaya

3D Studio MaxzBrush

Photoshop



Substance Painter

SpeedtreeWorld MachineUnrealFrostbiteRidgeline Games (EA)
Environment Artist (currently under NDA)

2023-2024

Turn 10 (Microsoft)
2021-2023
LookDev Artist -Forza Motorsport Collaborated with Concept and other LookDev artists to design and implement theHakone track pit building and various Hakone related props
 In charge of the Homespace area interior and exterior. Designed or heavily edited moststructures, props, and materials bridge
 Created various cinematic-level assets
 Established a workflow for approaching and working on spectator areas around the track
Urvogel Games
2016-2020
Senior Environment Artist -Saurian
 Generated terrain from basic layout to sculpted heightmap including erosion for bothnormal and flooded water levels, flow data generation, and splat map creation
 Ground material sets for six unique biomes
 Vegetation and debris for all biomes, Speedtree assets for 14 species, each withvariations throughout its life cycle.
 Color grading all ground and vegetation assets for visual unity throughout world
343 Industries / Microsoft (Yoh)2012-2015
Environment Artist -Halo 4, Halo 5
 Responsible for various areas of main campaign levels, creating spaces that are beautiful,clear, performant, and still flexible enough to meet ever changing design needs
 Created assets from vegetation, caves, terrain, and hard surface futuristic architecture
Airtight Games
2012-2014
Senior Environment Artist -Murdered–Soul Suspect
 Responsible for a variety of exterior buildings, terrain, interior props, materials, andextensive set-dressing
Enter the Studio
2011-2012
Environment Artist -Transformers
 Created arenas from concept to final, incorporating extensive Transformers lore
WB Games – Monolith / Midway – Surreal Software
2006-2011
Environment Artist -Lord of the Rings–War in the North, This is Vegas, (unannounced)
 Created assets including Dwarven architecture, caves, terrain, trees, textures andmaterials, incorporating specific Lord of the Rings lore
 Created assets including terrain materials, building exteriors and interiors

Education
Ringling School of Art and Design
B.F.A. Computer Animation
 Graduated With Honors

1994-1998