<<

Aubrey Pullman e Senior Lighting Artist [email protected] • www.aubreypullman.com • rendermack.artstation.com

My desire is to apply my lighting skills to create rich, accessible experiences for players. I strive to integrate lighting at all stages of game development, so that its power in the visual medium can be understood as an integral part of the vision for each project.

I approach my projects with the goal of answering these questions

• How can I design the lighting to help achieve the goals of this project? • In what ways can I create lighting that will enrich this experience for the player? • How can I apply my knowledge to create a better development experience for my team?

My passions are lighting design, photography and building supportive, productive culture.

Skills

Lighting Foundation • Design of engine-level features for improving lighting process • Build lighting systems, prototypes and tools using visual scripting and existing features • Define production process for lighting • Create benchmark scenes for specifying illumination standards and feature testing • Document PBR material guidelines and define material reference gathering protocols • Document lighting tools, processes, pipeline, production, etc.

Lighting Production • Environment lighting using PBR workflows • Shot-based lighting for cinematics • Lighting palette design (Color, fixtures, fiction, responsiveness) • Image-based lighting and PBR material authoring • Post processing (Color grading, tone mapping, exposure, image texture) • Dynamic and scripted light authoring responding to audio, player, time-of-day, and game state • Lighting/Render optimization for baked and real-time rendering

Cross Discipline Lighting Support • Create utilities, guidelines and test scenes for level designers, environment and character artists • Define standards for lighting QA to assist in finding and reporting lighting issues • Assist production team with lighting task management and prioritization

Cinematic Skills • Photography and virtual camera creation/animation • Cinematic tech art, asset integration and rendering

Leadership by Example • A goal of impeccable communication • Takes initiative in building consensus to improve working processes and team cohesion • Skills and career mentoring • Service-oriented attitude

1 of 2 Selected Work History

Senior/Lead Lighting Artist Hardsuit Labs 2018 - Current • Led and developed lighting team • Lighting for Vampire the Masquerade: Bloodlines 2

Senior Lighting Artist Amazon Game Studios 2015 - 2018 • Lighting foundation for several game titles • Lighting and cinematic tech art for Breakaway • Lighting and cinematic tech art for The Grand Tour Game

Lighting Artist Crystal Dynamics 2014 - 2015 • Real-time cinematic lighting for Rise of the Tomb Raider

Lighting Artist 2013 - 2014 • Environment lighting for Destiny, focusing on PvP arenas

Environment & Lighting Artist Hidden Path Entertainment 2010 - 2013 • Lighting and environment art for CounterStrike: Global Offensive (with Valve) • Lighting, shader development and concept renderings for Chroma (with Harmonix)

World Builder FXVille 2010 • Ported Call of Duty: Black Ops 360 environments and lighting to Nintendo Wii

Lighting Artist Games Studios 2008 - 2009 • Environment lighting for Motorsport 3

Primary Tools

Unreal Engine (versions 2, 3, 4) • Substance Designer • Adobe Photoshop, Lightroom & Premiere • Atlassian Jira & Confluence

Additional Real-Time Engine Experience

Call of Duty (Treyarch) • CryEngine (Crytek) • Destiny (Bungie) • (Microsoft) • GEngine (Sierra) • Horizon (Crystal Dynamics) • Lithtech (Monolith) • Lumberyard (Amazon) • R1 () • Source (Valve)

2 of 2