Skills
• Project management
• Shader and tools development
• Blueprint scripting
• UMG interface creation
• Environment modelling and set dressing
• CAD model processing and optimisation
• Lighting and post processing
• PBR texture creation
• Basic C++ for Unreal Engine
Software
• Unreal Engine
• Autodesk Maya
• Adobe Photoshop
• Quixel Mixer
• Perforce
Experience
Ineni Realtime (2017- Present)
Lead Artist
• Managed and mentored a team of two junior artists as we completed bespoke architectural visualization projects
• Communicated with clients on behalf of the art team to gauge their needs, review progress and collaborate on design changes
• Collaborated with the programming team to prototype ideas and integrate our art assets into the company’s library
• Developed and refined art asset pipelines within Unreal 
• Established project frameworks and setting up level streaming for interchangeable layout and lighting setups within our applications
• Curated and consolidated the company’s asset library into a digital asset management tool
• Assisted the programming team with prototyping and development of UI and UX systems 
• Developed and maintained master materials for quick iteration on high fidelity architectural finishes
• Built editor tools to reduce the amount of redundant tasks our artists performed when creating content for our applications
• Benchmarked and optimized our Unreal Engine environments for desktop, mobile and VR platforms
• Co-designed an iOS development pipeline to port our desktop environment to a mobile platform
Ineni Realtime (2014 - 2017)
3D Generalist
• Processing of architectural drawings and Revit models into game-ready models for use within Unreal Engine 
• Modelling and placement of furniture and props within various environments
• Interpretation of architectural drawings and modelling assets accurate to them
• Creation of advanced dynamic materials for photorealistic shading
• Creation of ‘real world’ accurate foliage assets using Speedtree
• Creation of simple dynamic particle effects
• Scene lighting and post-processing for high fidelity architectural visualization


Education
Advanced Diploma of Professional Game Development - Game Art & Animation 
Academy of Interactive Entertainment (2013 – 2014)
The Art of Lighting for Games
CG Master Academy (2019)
Professional Game Development in C++ for Unreal Engine
Tom Looman (2024)
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