Hi! My name is Tuomas Kankola and I’m a Finnish professional 3D-artist skilled in modeling, texturing, lighting, shading, rendering, simulating and compositing for games, commercials and features. Apart from complex rigs and character animation, I can contribute to just about all areas of any production that involves computer generated images. I’ve got plenty of experience acting as a lead on multiple projects and really love setting up, improving and managing art pipelines.

I can also be a passionate PlayStation, PC and mobile player when the right game comes along. I love Bioware’s roleplaying games and multiplayer shooters like Battlefield. There’s nothing quite like playing as a team with your friends, especially if you happen to be in the same room.

If you have a job offer or just want to ask something, feel free to contact me through the menu above.

Work Experience

Senior Game Artist

Ministry of Games – November 2016 to Present

Prompted by my move to another city, I took up a senior artist position at Ministry of Games, a Helsinki-based mobile gaming company. There my responsibilities included modeling, lighting, texturing, shading and rendering both pre-rendered and realtime assets for a mobile city building title as well as building and managing a small-scale art pipeline.

3D Artist/Compositor

Troll VFX – August 2012 to October 2016

In late 2012 I started in a new job at Troll VFX, working with the people I knew from Iron Sky on features, commercials and tv-shows. As before, I took on a role of a generalist capable of handling much of the project on my own and ended up acting as lead on multiple productions.

3D Generalist

Undo – January 2012 to July 2012

After my work with Iron Sky at Energia Productions was done, I returned to my old vacancy at Undo where the job description remained much the same.

VFX Artist

Energia Productions – July 2011 to December 2011

In 2011 I got the chance to participate in creating the visual effects for the most expensive Finnish movie to date, Iron Sky. I moved to Tampere for six months and spend almost all of my time creating shots I had always wanted to do: space battles!

Since the effects team was very small, my responsibilities were varied and covered many areas of the production. I was often asked to create a shot from scratch which meant modeling, shading, animating, lighting, effects work and rendering. I even did a little bit of compositing.

Freelance Artist

Bigpoint International – August 2010 to September 2010

I worked as a freelance modeler for Bigpoint for couple of months on my spare time, creating game models for Battlestar Galactica Online.

3D Generalist

Undo – January 2007 to June 2011

I landed my first job in the industry at Undo in 2008 after a period of internship. While I started out as a modeler, I quickly expanded my skills to cover other areas and after a while was involved in most aspects of productions. Over the years I took on more responsibility on projects and even started assisting in supervising some live-action shoots.

Technical Skills

Autodesk Maya

Intermediate to Advanced

Over the last few years, Maya has become my primary tool when doing professional CG work. Though my main areas of interest lie in shading, lighting and rendering, I’ve made good use of the whole software over the course of numerous projects.

Chaos Group V-Ray

Intermediate to Advanced

Though I have some experience with Arnold in Maya, my renderer of choice is certainly V-Ray. It’s fast, reliable and produces great results. I can ask for no more.

Peregrine Labs Yeti


Yeti is the tool of choice for me when doing any kind of fur or hair in Maya. The quality of the results speak for themselves.

Sitni Sati FumeFX

Intermediate to Advanced

Maya’s own fluids are decent enough but FumeFX is what creates the absolutely best looking fire and smoke. The tools it gives you are very flexible and the amount of fine control you have over the end results is just amazing.

The Foundry MODO

Intermediate to Advanced

As a generalist artist, Modo is an excellent tool for me for a huge number of tasks. I’ve loved it’s modeling and unwrapping capabilities since version 301 and have no problem using it’s native renderer to finish a very pretty image.

SideFX Houdini

Beginner to Intermediate

I use Houdini on a semi-regular basis to produce FX elements that would be difficult or impossible to create in other 3D-software.

NewTek LightWave 3D

Advanced to Expert

LightWave is where I started exploring the possibilities of 3D. Old but very reliable, it still provides an excellent platform for creating shots and is very good at rapid development and iterating. Animating and shading work is especially easy and fast, making LightWave a great choice when you are in a hurry. Which is pretty much always.

Jawset  Visual Computing Turbulence FD


LightWave lacks it’s own fluid dynamics and for that there’s a 3rd party solution called Turbulence FD. Need smoke, fire, energy rays, spells? Can do.

The Foundry NUKE

Intermediate to Advanced

Whenever I do compositing work of any kind, I do it in Nuke. I have experience dealing with all kinds of shots from rotoing and keying live action to putting together complex CG sequences.

The Foundry HIERO


Shot conforming is an essential part of any VFX pipeline and Hiero has made that job so much more easier. In an ideal case all you need to do is feed it the EDL and it spews out premade comps ready for the artist to start working with. Of course, things rarely go that smoothly but Hiero is still a huge timesaver.

Andersson Technologies SynthEyes


Since I do compositing work, I also need to do tracking. When native tools in Nuke just don’t cut it, I’ll usually jump into SynthEyes to give it another go.

Next Limit RealFlow

Intermediate to Advanced

Due to my love for all kinds of simulation work, RealFlow is a great addition to my skillset . I’ve come to rely on it to produce any and all liquids that I need in my daily work, from simple fountains to complex ocean simulations and directed fluids.

Agisoft PhotoScan

Intermediate to Advanced

Photogrammetry is something I do just for the sheer fun of it and it has proven invaluable in many commercial project’s I’ve done over the years. Scanning the set or a physical prop always helps when it comes time to do the VFX.

Adobe Photoshop


Photoshop is an absolutely essential part of almost all of the projects I do. Be it texturing, image editing or post processing, Photoshop has the tools I need to get the job done. While I can’t claim I’ve delved too deep into the program’s full capabilities, daily use has made me proficient enough to have a claim at some skill with it.

Adobe Premiere


Many of the projects I work with are assembled in Premiere and I have some experience in using it to do basic editing work. Not that difficult but it’s useful to know your way around the software when the client asks for last minute changes in the edit.