About

John Greg Gomez is an educated autodidact whose artistic and professional career has spanned both sides of the brain.

A native of Los Angeles, John Greg was born to a family of artists, a number of whom were instrumental in the late 1970’s mural arts movement in Los Angeles.  He began study at Harvard College in the Visual and Environmental Studies concentration, but sidetracked into studying Psychology with noted thought leaders from industrial psychology, mindfulness, and art therapy, counting among his mentors the first woman to receive tenure at Harvard University’s Dept. Of Psychology.

Upon graduation, John Greg began a career in film and television, first at Fox TV, then with Warner Bros.  Thereafter he launched Movida, an agile non-profit oriented towards diversity in the commercial arts.  There he worked with numerous emerging creative talents in theatre, film and television.  With the support of the Norman Lear Foundation, Movida began an annual filmmaker retreat to the Sundance Film Festival that has continued in various iterations to this day.

In addition to his work in film and television, John Greg has also created art installations that have been displayed at locations such as the San Diego Media Arts Center, and has assisted with large public works projects undertaken by his renowned artist father, Ignacio Gomez.

In recent years, John Greg has begun an informal immersive, game, and experience design practice, which has resulted in innovative and diverse playful experiences that have been showcased at IndieCade: The International Festival of Games; Come Out and Play San Francisco; Come Out and Play New York; and, the inaugural education-meets-play-meets-tech STEAM Carnival, which was launched by Brent Bushnell, the son of the founder of Atari.

In regards to new technology, John Greg has been an integral member of two first place Augmented Reality hack-a-thon teams—one during a contest hosted by EPSON, and another during a contest hosted by Daqri.  He is currently developing new projects aimed at expanding what’s technologically possible in story, art, and play.