Resume/CV
Tomas Lidström
Mail: iam@tomaslidstrom.com
msn: tomas.lidstrom@home.se
phone: (+46) 705694766
England, Oxford.
Nationality: Sweden
Languages: Swedish, English
Summary:
My name is Tomas Lidström and I am a professional environment artist. My primary skills are high and low polygon modelling, texturing and lighting. I specialize in the Unreal engine and I am adept in it's pipeline and editor but I jump at the opportunity to learn new tools. I am able to plan my work and deliver products on set date. I am an effective communicator, problem solver and I always focus on how to most efficiently reach deadlines with the most complete product possible.
I am currently working as a Lighting Artist at Rebellion, Oxford.
Software knowledge:
- Maya
- 3D studio Max
- Mudbox
- Photoshop
- Crazybump
- UnrealED
- Hammer/Source
- Diesel Engine
- Asura Engine
Skills and Qualities
- Considerable experience producing environments and environmental assets
- High and low polygon modelling
- UVmapping
- Optimizing models and whole scenes
- Texturing from scratch, based on photos or high polygon models
- Normal map, Displacement map and Ambient Occlusion map generation trough high polygon models and diffuse maps
- Lighting in real time engines and pre-rendered scenes
- Considerable experience handling large scenes/levels in different 3D packages (Unreal engine 1, Unreal engine 2, Unreal engine 3, Source, Maya)
- Experienced with setting up scripted AI events and other scripted elements within real time environments
- Experienced in exporting/importing assets from 3D applications to game engines
- Good communication and documentation skills through talking, writing and drawing
- Strong critical thinking and analytical skills
- Keen eye for colour, composition and lighting
- Good problem solving skills
- Well experienced with shaders and creating materials
Experience:
Rebellion
October 2009 - present
Lighting artist
Games:
Alien Versus Predator
Alien Versus Predator Downloadable content
Never Dead
I was one of three lighting artists at Rebellion at the main office in Oxford. I worked together with environment artists, level designers and programmers to find a visually pleasing and technically stable performance. On a daily basis, I worked with Lighting Composition and optimization as well as tweaking shaders and texture maps to tie the environments together. My duties also involved making Particle Effects and other environment effect. We developed games for PC, Playstation 3 and Xbox 360 and it was up to me to compose, test and optimize the levels I worked on for each system. I also attended meetings with programmers and producers to specify Engine Development in terms of Lighting and FX solutions. On my own initiative, I also conducted Research & Development in work flow and new technical solutions and posted my findings on the internal Wikipedia.
The Haunted
Spring and summer of 2009
Position: environment artist, Lighting artist
An Unreal Tournament 3 Mod. Winner of the Grand Price in Make Something Unreal contest.
Information:
I worked primarily with Lighting and post processing. It was up to me to deliver a technically sound and visually pleasing lighting set up, complete with effects and post processing.
My hands were free as to composition and how I technically set it up but it was a close collaboration with everyone in the team with constant feedback from regular play sessions. I lit all the maps in the project and I also made complementary environment art for some of the environments such as vegetation, backdrop art and assets used in the gameplay area.
The mod version of The Haunted is for Unreal Tournament 3. We entered Make Something Unreal Contest and in the end we won the Grand Price consisting of an Unreal engine 3 license and 50,000 dollars in the 2009/2010 edition, as well as several awards during the previous phases of the contest.
June 2008 - June 2009
Artist, environments
Games:
Wanted: Weapons of fate (April, 2009)
Terminator: Salvation (May, 2009)
Lead & Gold (Fatshark, TBA)
Unannounced project
Information:
I worked with environment art, producing modular assets such as floor, ceiling and wall tiles as well as complete buildings with both exterior and interior sections. My duties involved modelling and texturing these assets to meet artistic and technical specifications, as well as set up collision and shadow volumes and finally exporting them to the in-house engine, Diesel. I also created Materials and shaders for all assets I produced and made sure they fit in the style of the overall environment. The Environment art team that I worked with ranged from five to fifteen other artists depending on the project.
Lockpick entertainment
January, 2008- May, 2008
Artist (Final year university project)
Games:
Dreamlords: the Reawakaning
Education:
Prins Wilhelms Gymnasium 1999-2003
Samhälle inrkt.Media.
University of Skövde 2005-2008
Game development, Graphics
References
Arvid Nilson (Grin, Lead artist)(+46) 0702875925
Arcade Berg (university, team leader)
(+46) 768 3 588 56
arcade.berg@gmail.com
Recomendations:
“I've worked with Tomas during Wanted, Terminator Salvation and another unannounced project and he's been an excellent asset to the team during these projects. Always positive, very productive and highly talented in his field. I have watched him grow as an artist really fast and it's a great misfortune he's not working here any more. I can strongly recommend him for any project requiring great environmental artists and superb colleagues.”
Arvid Nilsson, Lead Artist, Grin.
July 10, 2009
“I had the pleasure of working with Tomas at Grin and it was a really enjoyable experience. Tomas is a hard-working and ambitious artist with a rich set of tools at his disposal. He is easy to communicate with and is always interested in giving and receiving feedback, making him a good contribution to any team. He knows his way around several major game engines and is always eager to expand his skillset in disciplines such as lighting, post effects and visual effects apart from his "native" discipline as an environmental modelling and texture artist in which he excels. He has great humor and a fantastically positive spirit. He is a delight to work with and comes highly recommended from me. This young guy has a really bright future in front of him.”
Henrik Öquist, Lead Effect Artist, Grin.
July 10, 2009
“Tomas is full of energy and always working to excel himself and his knowledge as a true professional, he loves his profession and it shows in his work. He always listen to critic and acts on it. He is always helpful and shares his own knowledge with others. A true joy to work with and hopefully or roads will cross again!”
Peter Stråhle, Technical Artist, GRIN.
August 11, 2009
“Tomas is a very skilled environmental artist with great eyes for perfection. A cheerful co-worker I wish to work with anytime again!”
Gabriel Flamm, Animator, Grin.
June 2, 2009
“With a great eye for environment art and lighting, Tomas is capable and skillful as both an artist and as a level designer. Having had the pleasure to work with him on several projects, he never does anything short of constantly impressing his teammates. A great guy with a great attitude with amazing skill to boot.”
Arcade Berg, Level designer, Grin.
June 1, 2009
“Tomas is a very talented artist with a great eye for detail. It was a pleasure working with him, he always had a positive outlook and brought a great deal of energy to the art team. He would be a great asset to any company.”
Simon Barsky, 3D Artist, Grin.
May 31, 2009
“Tomas is a very talented and enthusiastic artist; a great asset to any art team. I would enjoy the opportunity to work with him again in the future.”
Pier Janssen, Technical Artist, Grin.
May 31, 2009



