I’m Chris Lomaka, a senior 3D environment/asset artist with 15+ years of professional game development experience, specializing in production-ready environments, props, architecture, vegetation, materials, and world-building content for shipped AAA titles. I enjoy translating concepts and references into polished, style-consistent assets while balancing artistic intent with real-time performance needs.…

Chris Lomaka

I’m Chris Lomaka, a senior 3D environment/asset artist with 15+ years of professional game development experience, specializing in production-ready environments, props, architecture, vegetation, materials, and world-building content for shipped AAA titles. I enjoy translating concepts and references into polished, style-consistent assets while balancing artistic intent with real-time performance needs.…

Available to hire

I’m Chris Lomaka, a senior 3D environment/asset artist with 15+ years of professional game development experience, specializing in production-ready environments, props, architecture, vegetation, materials, and world-building content for shipped AAA titles. I enjoy translating concepts and references into polished, style-consistent assets while balancing artistic intent with real-time performance needs.

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Language

English
Fluent

Work Experience

Environment Artist at Ridgeline Games (EA)
January 1, 2023 - December 31, 2024
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 and addressed environment issues affecting the team.
LookDev Artist at Turn 10 (Microsoft)
March 1, 2021 - May 1, 2023
Developed look development and material presentation work for Forza Motorsport, translating art direction into PBR-ready surfaces and shader-friendly setups. Authored and refined materials and textures to achieve consistent visual quality across assets, while ensuring technical correctness for the engine workflow. Worked iteratively with the art team to maintain visual cohesion, improve readability, and support performance-aware production requirements.
LookDev Artist at Turn 10 Studios (Microsoft)
January 1, 2021 - December 31, 2023
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 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.
Senior 3D Environment Artist at Urvogel Games
September 1, 2016 - February 1, 2021
Produced environment and world-building assets for Saurian, handling hard-surface and organic modeling, terrain/vegetation work, and modular asset creation. Managed high-to-low modeling, UV development, and PBR texture authoring to deliver production-ready results. Supported set dressing and environmental storytelling while maintaining organized production workflows and collaborating across disciplines to address practical pipeline and asset-quality challenges.
Senior Environment Artist at Urvogel Games
January 1, 2016 - December 31, 2020
Generated terrain from basic layout to sculpted heightmap including erosion for both normal and flooded water levels, flow debris generation, and split 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 the world.
3D Environment Artist at 343 Industries / Microsoft (Yoh)
March 1, 2014 - July 1, 2015
Contributed to Halo 4 and Halo 5 by creating environment art assets and supporting their integration into the game pipeline. Worked through major stages of asset production including modeling, UVs, texturing, and performance-conscious optimization. Collaborated with art and technical teams to ensure assets matched the project’s visual style and engine requirements, helping deliver consistent, production-ready world content.
Senior 3D Environment Artist at Airtight Games
October 1, 2012 - January 1, 2014
Created production environment assets for Murdered–Soul Suspect, supporting world-building with detailed props, architecture-related elements, and environment set-dressing. Managed the full workflow from sculpting/modeling and UV development to texture authoring and material setup. Prioritized readability and visual consistency while optimizing assets for real-time use and iterating based on team feedback.
Senior Environment Artist at Airtight Games
January 1, 2012 - December 31, 2014
Responsible for a variety of exterior buildings, terrain, interior props, materials, and extensive set-dressing.
Environment Artist at 343 Industries / Microsoft (Yoh)
January 1, 2012 - December 31, 2015
Responsible for various areas of environment assets including vegetation, caves, terrain, and hard-surface futuristic architecture. Created assets from vegetation, caves, terrain, and hard-surface futuristic architecture.
Environment Artist at Enter the Studio
January 1, 2011 - December 31, 2012
Created environments from concept to finish, incorporating extensive Transformers lore.
Environment Artist at WB Games – Midway – Surreal Software
January 1, 2006 - December 31, 2011
Created assets including terrain architecture, caves, terrain, trees, textures and materials, incorporating specific Lord of the Rings lore. Created assets including terrain materials, building exteriors and interiors.

Education

B.F.A. Computer Animation at Ringling School of Art and Design
January 11, 2030 - March 28, 2026
BFA - Computer Animation at Ringling College of Art and Design
January 11, 2030 - September 25, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment