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.

Tom Swogger

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.

Available to hire

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.

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Work Experience

3D Generalist / Environment Artist at Experience Critical Mass
January 1, 2025 - December 31, 2026
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.
3D Generalist / Environment Artist at 800 North
January 1, 2022 - December 31, 2024
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.
Creative Director / Technical Artist at Independent Projects
January 1, 2013 - Present
Developed and shipped mobile games, AR experiences, and animated VTT content using Unity, Unreal, and custom engines. Notable work includes Drainworks (1M+ downloads), Dice to Go, and AR apps for Boost Mobile and Bay Cities. Built handcrafted TTRPG products under Tabletop Things and exhibited at PAX East and Unplugged. Managed all design, fabrication, and publishing workflows.
Lead Artist / Project Lead at SuperVillain Studios
January 1, 2008 - December 31, 2014
Directed and created environment art for console and handheld titles including Tower Wars, Tron: Evolution (PSP), and Fat Princess (PSP). Led cross-functional teams and collaborated with engineers to optimize custom shaders and asset workflows. Balanced stylized art direction with tight platform constraints across mobile, handheld, and console SKUs.
Environment Artist / FX Artist at Contract Projects
January 1, 2013 - December 31, 2014
Created stylized environment art and effects for Frozen Free Fall (Disney) and Record Run (Harmonix) across mobile and console. Focused on art consistency, technical compliance, and rapid asset integration.
Environment Artist / FX Artist at Papaya Studio
January 1, 2006 - December 31, 2007
Contributed environment and FX art to licensed IP titles including Disney Princess: Enchanted Journey and George of the Jungle for Wii and PS2. Delivered polished environments within strict technical specs and visual style guides.
Environment Artist at Oddbeat Inc.
January 1, 2003 - December 31, 2005
Created stylized 3D environments for children’s animation and commercial projects using LightWave. Worked on early 3D media like The Really Woollys and other pitch content.
3D Generalist / Environment Artist at Critical Mass
January 1, 2025 - January 1, 2026
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.

Education

B.S. Digital Media, Minor in Graphic Design at John Brown University
January 1, 1999 - December 31, 2003
B.S. Digital Media at John Brown University
January 1, 1999 - January 1, 2003

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet