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

  • Terrain Generation
  • Organic Modeling
  • Hard Surface Modeling  
  • PBR Texturing
  • Photogrammetry

PROGRAMS

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

Professional Summary

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


Professional Experience

Ridgeline Games (EA)

2023-2024

Environment Artist

  • (currently under NDA)
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, from benches to the moon bridge
  • 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
  • Generated 1st pass terrain using LIDAR info and Terragen
Urvogel Games

2016-2020

Lead 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

Sr. 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)

  • Designed and implemented a modular road and a modular castle interior system
  • 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

Education

Ringling School of Art and Design

1994-1998

B.F.A. Computer Animation

  • Graduated With Honors