Website powered by
Aubrey Pullman
Aubrey Pullman
Senior/Principal Lighting Artist
Seattle, United States

About

Highly skilled and experienced lighting artist with a focus on real-time lighting for interactive entertainment. Adept in lighting environments and cinematic sequences.

Able to set up lighting foundations, develop pipelines/standards, create development utilities and lighting systems, as well as guide engineers to create great lighting tools.

Comfortable leading small teams through mentoring, planning, documentation, reviews, leveling guidelines, cross discipline initiatives, etc.

Additional information and work examples available: https://aubreypullman.com/

Skills

RenderingLightingCinematicsMaterials

Software proficiency

Blender
Blender
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine

Productions

    • Video Game
      Hogwarts Legacy
    • Year
      2023
    • Role
      Advanced Lighting Artist
    • Company
      Warner Media
    • Video Game
      Vampire The Masquerade: Bloodlines 2 (not yet released)
    • Year
      2021
    • Role
      Lead Lighting Artist
    • Company
      Hardsuit Labs
    • Video Game
      The Grand Tour Game
    • Year
      2019
    • Role
      Senior Lighting Artist
    • Company
      Amazon
    • Video Game
      Breakaway
    • Year
      2018
    • Role
      Lighting Artist
    • Company
      Amazon
    • Video Game
      Rise of the Tomb Raider
    • Year
      2015
    • Role
      Lighting Artist
    • Company
      Crystal Dynamics
    • Video Game
      Destiny
    • Year
      2014
    • Role
      Lighting Artist
    • Company
      Bungie
    • Video Game
      Counter-Strike: Global Offensive
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Hidden Path Entertainment
    • Video Game
      Forza Motorsport 3
    • Year
      2009
    • Role
      Lighting Artist
    • Company
      Microsoft
    • Video Game
      Forza Motorsport 2
    • Year
      2007
    • Role
      Environment Artist
    • Company
      Microsoft
    • Video Game
      Forza Motorsport
    • Year
      2005
    • Role
      Environment Artist
    • Company
      Microsoft
    • Video Game
      Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
    • Year
      1999
    • Role
      Lead Environment Artist
    • Company
      Sierra Online

Experience

  • Senior Lighting Artist 2 at Electronic Arts
    August 2022 - Present

    Lighting Director on Project Rene for Maxis.

  • Advanced Lighting Artist at Warner Media
    United States of America
    July 2021 - July 2022

    Light cinematics for Hogwarts Legacy

    Work closely with engineers to create a robust, usable cinematic lighting toolset

    Mentor/train other lighting artists

    Document cinematic lighting pipeline

  • Senior & Lead Lighting Artist at Hardsuit Labs
    Seattle, United States of America
    September 2018 - July 2021

    Mentor and train lighting artists.

    Establish lighting design consistent with project art direction and game goals.

    Develop systems to make lighting design easier and faster.

    Establish best working practices for lighters.

    Manage tasking and scheduling for lighters.

    Produce and refine lighting designs for game levels.

    Develop real-time lighting optimization strategies and techniques.

    Work across all departments to make sure lighting is supporting them and is supported by them.

  • Senior Lighting Artist at Amazon
    Seattle, United States of America
    August 2015 - August 2018

    Lighting foundation for AAA PC games

    Cinematic event scripting

    Game and cinematic lighting production

    Engine QA, lighting/cine feature design

  • Lighting Artist (contract) at Crystal Dynamics
    Redwood City, United States of America
    November 2014 - May 2015

    Cinematic lighting for Rise of the Tomb Raider.

  • Lighting Artist (contract) at Bungie
    Bellevue, United States of America
    May 2013 - March 2014

    Created environment lighting for Destiny, focusing on PvP arenas.

    Participated in daily play tests and leveraged feedback to refine PvP lighting design.

    Helped design environment lighting process and provided feedback on lighting tools.

  • Environment Artist at Hidden Path Entertainment
    Bellevue, United States of America
    November 2010 - April 2013

    Environment lighting, tone mapping and color correction.

    Modeled architecture, assisted with level design, managed asset creation.

  • Lighting Artist (contract) at Microsoft
    Redmond, United States of America
    September 2008 - September 2009

    Environment lighting for Forza Motorsport 3, creating daylight and tunnel rigs.

    Managed render farm, computing tens of thousands of lightmaps per environment.

    Painted custom IBL images and created lighting composites for each environment.

    Documented lighting pipeline, assisted with lighting tools design.

Report User