Tomas Gomez
Tomas Gomez
3D Artist
Bellevue, United States


I'm a game developer currently working on my own game Slime Heroes. Previous experience includes Arenanet, Motiga, King, Polyarc. DM me to learn about my game or talk about anything games related.

Resume PDF



3D ModelingShadersLightingLevel Design

Software proficiency

Substance 3D Designer
Substance 3D Designer
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine


  • Senior Environment Artist at King
    Seattle, United States of America
    January 2018 - Present

    • Working on unannounced mid-core mobile game

    • Created mobile performant shaders in Unity for environments and fx

    • Responsible for design, creation of environment asset, collision and lighting for multiple maps in Unity

    • Prototyped game ideas and features using Unreal 4 Blueprints

    • Designed a procedural process of creating textures using Substance Painter for characters

    • Created Substance Painter smart materials using Substance Designer

  • Senior Environment Artist at Uber Entertainment
    Bellevue, United States of America
    October 2017 - January 2018

    • Worked on unannounced game in Unity

    • Worked with programers to construct the environment creation pipeline

    • Created shaders for the environments in Unity

    • Set up substances in Substance Painter to procedurally create textures automatically for environment assets

    • Made Substance Designer graphs to create procedurally generated textures using alphas made in Zbrush

  • Adjunct Instructor at DigiPen Institute of Technology
    Redmond, United States of America
    September 2017 - December 2017

    • Instructed a senior level class on the process of creating 3D environments with the goal of creating a 3D environment portfolio piece

    • Lectures included hard surface in Zbrush, organic sculpting in Zbrush, creating tiled textures in substance designer, creating textures in substance painter and arting a scene in Unreal 4

  • Freelance Environment Artist at Toys for Bob
    Bellevue, United States of America
    September 2017 - October 2017

    • Worked on Spyro Reignited Trilogy game

    • Worked with Art Director to establish art style for the 3D Environments

    • Responsible for low and high res modeling, level creation, collision, texturing and lighting for one of the existing maps from the Spyro Trilogy

  • Lead 3D Environment Artist at Motiga
    Bellevue, United States of America
    April 2013 - September 2017

    • Worked on Gigantic.

    • Created multiple game play environments and level layout prototypes using Unreal Engine 3

    • Responsible for low and high res modeling, level creation, collision, optimization, texturing, materials

    and shaders for the environments

    • Established art style for a new franchise IP Created and maintained environment art direction style guides

    • Managed a team of 3 artists to create highly detailed, crafted environments

    • Established task lists for artists and Provided daily feedback, critique, and paint-over sketches in-line with the vision of the project

    • Worked closely with Programming and Tech Art teams to establish and achieve performance and tools goals

    • Regularly worked with Production team to create and track tasks, schedules, features and bugs

    • Responsible for performance reviews and hiring for the Environment team

  • Freelance 3D Character Artist at Big Fish Games
    Seattle, United States of America
    November 2015 - January 2016

    • Created 3D assets for Dungeon Boss marketing materials

  • 3D Environment Artist at ArenaNet
    Bellevue, United States of America
    October 2010 - April 2013

    • Worked on Guild Wars 2

    • Responsible for prop design, low and high res modeling, texturing, collision, and optimization