About Dreamlands
We spent a decade watching studios burn months building worlds that got thrown out when the vision changed. Dreamlands exists so that never has to happen again.



Thomas Tobin
Jas Rowinski
Gonzalo Chavez
CEO & Founder
Co-Founder & Head of Engineering
Founding Engineer
Technical artist. Worked on Far Cry, Rainbow Six Siege Mobile. Spent time at Ubisoft, Unity, Rainbow Studios. For the past two years, led a synthetic data team generating AI training datasets at scale.
The pattern was always the same: months building a level, creative direction shifts, start over. The bottleneck was never creativity, it was the time between having an idea and being able to see it. Dreamlands collapses that from months to minutes.
Infrastructure engineer. Led the migration that scaled to 1,000+ GPU machines for Apple Vision Pro content delivery at Unity. Built and ran on-premise GPU farms for volumetric streaming. Full stack from physically racking servers to orchestrating multicloud workflows with Kubernetes, Argo, and Terraform.
Dreamlands generates thousands of 3D meshes and places them into complete worlds on demand. That requires infrastructure that doesn't flinch. That's what Jas builds.
Technical artist and 3D developer. Specialized in procedural environment design and scalable automation pipelines using Unreal Engine and Houdini. Built systems that procedurally generate endless cities and materials from scratch.
Gonzalo crafts digital worlds where technical logic meets artistic intuition, building tools that empower creators to work at the speed of thought. At Dreamlands, he brings his expertise in procedural systems to shape the future of composable world models.

Thomas Tobin
CEO & Founder
Technical artist. Worked on Far Cry, Rainbow Six Siege Mobile. Spent time at Ubisoft, Unity, Rainbow Studios. For the past two years, led a synthetic data team generating AI training datasets at scale.
The pattern was always the same: months building a level, creative direction shifts, start over. The bottleneck was never creativity, it was the time between having an idea and being able to see it. Dreamlands collapses that from months to minutes.

Jas Rowinski
Co-Founder & Head of Engineering
Infrastructure engineer. Led the migration that scaled to 1,000+ GPU machines for Apple Vision Pro content delivery at Unity. Built and ran on-premise GPU farms for volumetric streaming. Full stack from physically racking servers to orchestrating multicloud workflows with Kubernetes, Argo, and Terraform.
Dreamlands generates thousands of 3D meshes and places them into complete worlds on demand. That requires infrastructure that doesn't flinch. That's what Jas builds.

Gonzalo Chavez
Founding Engineer
Technical artist and 3D developer. Specialized in procedural environment design and scalable automation pipelines using Unreal Engine and Houdini. Built systems that procedurally generate endless cities and materials from scratch.
Gonzalo crafts digital worlds where technical logic meets artistic intuition, building tools that empower creators to work at the speed of thought. At Dreamlands, he brings his expertise in procedural systems to shape the future of composable world models.