Tom Swogger
I simply love games and the art of crafting immersive worlds.
About
I simply love games and the art of crafting immersive worlds. What started with mapmaking in Unreal Engine 2 has grown into a multifaceted career spanning environment art, technical art, project leadership, and tool-based workflows. I approach each project with an artist’s eye for detail and a technical mind for execution.
Across over 20 years in game development, I’ve contributed as an environment artist, FX artist, designer and project lead. I specialize in bridging the gap between creative vision and practical implementation, enabling teams to deliver optimized, visually striking experiences across PC, console, and mobile platforms. Outside of digital work, I’m the founder of businesses producing handcrafted tabletop gaming accessories and animated battlemaps, merging the digital with traditional craftsmanship and modern manufacturing tools. I’ve also served as a Dungeon Master for 12 years, developing my narrative design, improvisation, and spatial storytelling instincts.
- 23 years' experience
- Joined May 2026
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
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Work experience· 8 roles
Created dozens of scenes across multiple biomes for the Infiniti QX65 reveal. Leveraged Unreal Engine 5 tech (PCG, Blueprints, Nanite) to deliver realistic environments for the vehicle launch.
Created dozens of scenes across multiple biomes for the INFINITI QX65 reveal. Utilized UE5 tech such as PCG, Blueprints, Nanite and more to craft realistic environments for a vehicle launch.
Created hundreds of cinematic environments for a 32-episode UE5 docuseries. Built modular sets using PCG and Blueprints, authored master materials for fast iteration, and optimized scenes using Nanite, Lumen, and level streaming. Managed lighting, prop dressing, and performance targets for film and VR projects, including a Quest 3 experience.
Education
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