Industry professional with extensive experience tightening up the graphics in level three. My goal is to do two things:
  • make ideas happen, not matter how crazy they might be (admittedly, sometimes the crazier the better).
  • pack as much history into whatever asset os space I am working on.
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www.chrislomaka.com

art@chrislomaka.com
941 - 524 – 6095


    

EXPERTISE

  • Environment Art
  • Level/Set Dressing
  • Vegetation
  • Architecture
  • Hard Surface Modeling  
  • Modular Set Creation
  • Terrain Generation
  • PBR Surfacing
  • Photogrammetry

PROGRAMS

  • Maya
  • 3D Studio Max
  • zBrush
  • Photoshop
  • Substance Painter
  • Speedtree
  • World Machine
  • Unreal
  • Frostbite

Professional Summary

Highly accomplished environment artist with extensive experience in working on AAA titles. Driven to do whatever it takes to bring an idea to life, create believable worlds that players are interested in exploring, and will have fun discovering. Excellent problem solver of issues requiring coordination with other teams.


Professional Experience

Ridgeline Games (EA)

2023-2024

Environment Artist

      Battlefield 6

  • Work within a highly technical pipeline to create modular destructible assets.
  • Collaborated across all disciplines to create a Vertical Slice under a tight deadline.
  • Identified areas the environment team was weak in and addressed them.
Turn 10 (Microsoft)

2021-2023

LookDev Artist

      Forza Motorsport

  • Collaborated with Concept and other LookDev artists to design and implement the Hakone track pit building and various Hakone related props
  • In charge of the Homespace area interior and exterior. Designed or heavily edited most structures, props, and materials
  • 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 both normal 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 with variations throughout its life cycle.
  • Color grading all ground and vegetation assets for visual unity throughout world
  • Misc. small animals
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 including vegetation, caves, terrain, and hard surface futuristic (Forerunner) architecture
Airtight Games

2012-2014

Senior Environment Artist

      Murdered – Soul Suspect

  • Responsible for a variety of exterior buildings, terrain, interior props, materials, and extensive 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 titles)

  • Created assets including Dwarven architecture, caves, terrain, trees, textures and materials, incorporating specific Lord of the Rings lore
  • Created assets including terrain materials, building exteriors and interiors, modular sets

Education

Ringling School of Art and Design


B.F.A. Computer Animation

  • Graduated With Honors