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Biography

Short Biography


Tomas Arce is CEO and owner of Tenacious Inc, a consultant company that serves clients such Disney Interactive. Tomas Arce has a B.S. in Computer Science and has been in the game industry for over 13 years. Tomas is in Suzhou, China where he is developing strategies and relationships to take advantage of the low cost talent base while utilizing key Western talent to bring higher production values to China. Prior, Tomas worked at THQ/Volition, Inc, as a technical director and established the Core Technology Group solving graphics and physics issues on Saint's Row.  The CTG group was also responsible for developing the engine technology and tools for use in future THQ projects. The engine solved key rendering issues such as the unification of lighting equations, dynamic ambient occlusion, and dynamic global illumination. Tools were also developed to allow global asset creation. Prior to THQ, Tomas joined Inevitable Entertainment where he wrote the rendering pipelines and helped develop online technology.  Tomas also created the first pixel shader demo that was presented by Bill Gates in Japan to showcase the X-Box and nVidia GeForce 3 card.  As technical director on Midway's Area51, Tomas was responsible for creating the new engine technology.  Before 2000,  Tomas joined the Tools and Technology department at Acclaim Entertainment Austin to provide programming for R&D, game engines and tools. For international communication, Tomas is fluent in Spanish.

 

Long Biography


Tomas Arce has been involved in the game industry for over 13 years. After finishing his BS in computer science, Tomas then moved to Austin, TX. where he joined Iguana Entertainment where he first worked as a team member on the critically acclaimed and best selling All Star Baseball.

Within a few months he was moved to a newly created Tools and Technology department (TnT) where he helped establish the department by doing such tasks as interviewing, research, engine programming, consulting, and tools programming. After winning awards for the first engine, the TnT department was moved to a global position within the Acclaim family. The new responsibilities for TnT were to create a strong core technology base that could be shared across several projects within Acclaim studios. Some of the most popular titles included NFL Quarterback Club, All Star Baseball, South Park, and Jeremy McGrath Supercross. Before leaving Acclaim, Tomas worked in a new department creating the new technology for such games as Turok 4. Tomas is correctly working at Inevitable Entertainment where he has worked on Tribes Aerial Assault writing not only the rendering pipeline, but also giving his expertise to the online technology. He then worked on a research project at Inevitable to showcase the talent of the company as well as the power of the X-Box prior to its launch. This demo, called Inevitable Evolution, was presented by Bill Gates for the release of the X-Box in Japan. It was also shown at GDC, and E3 by multiple hardware manufactures as it showcased the GeForce 3 card, which was the basis for the X-Box video card.

Tomas has also published articles on well-known game developer sites such flipcode.com and has lectured at GDC. Tomas worked briefly on the graphics pipeline of The Hobbit before he was made the Technical Director on Midway’s Area 51 project. The Area51 technology was written from the ground up and is optimized for high end PS2 games. The technology is so solid, it is now being used as the core technology for all games within Inevitable Entertainment.

Tomas try to reopen Infinite Machine an already existing company that had gone out of business a few years earlier. There he served as CTO. He had two responsibilities there. The first one was to create technology so that he could show case it to publishers. The second was to pitch the company to publishers in order to get funding. Sadly the company was stuck between console generations and there was not way to get any funding.

He then join THQ/Volition, Inc, as the technical director for the Core Technology Group. He help built the department there helping the hiring process, establishing priorities, etc. The CTG was responsible for developing the engine technology and tools for the next generation. Some of the key features of the engine included; the unification of lighting equations, dynamic ambient occlusion, and dynamic global illumination. Tools were design to allow global asset creation.

Tomas Arce is CEO and owner of Tenacious Inc, a consultant company that serves clients such Disney Interactive. Tomas is in Suzhou, China where he is developing strategies and relationships to take advantage of the low cost talent base while utilizing key Western talent to bring higher production values to China.

 

 

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Recommendations

 

“Tomas is a multi-dimensional technical talent and an inspiration to those that work with him. I worked with Tomas very closely during the development of the Area 51 title for the PS2 and I saw him develop a brand new game engine that was truly years ahead of its time in its graphical horsepower, clarity of organization and iterative nature. However, beyond that, he was a force of unity and inspiration to the team in many ways beyond his role as a programming director. He helped provide a vision that centralized the design and art styles and he helped structure the production model that the team would adopt for product development. I would absolutely recommend Tomas and consider it an honor to work with him in the future. Any company fortunate enough to employ Tomas would soon realize the same.” November 30, 2007

Peter Franco, Art Director, Inevitable Entertainment - Austin
worked directly with Tomas at Inevitable entertainment