Aubrey Pullman
Aubrey Pullman
Lighting Artist
Seattle, United States

About

A lighting and cinematic artist working in video games since 1997.

Resume PDF

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Skills

RenderingLightingCinematicsMaterials

Software proficiency

3ds Max
3ds Max
Maya
Maya
Substance Designer
Substance Designer
Unreal Engine
Unreal Engine
Lumberyard
Lumberyard

Productions

  • Cover art 4
    • Video Game
      Vampire The Masquerade: Bloodlines 2 (not yet released)
    • Year
      2021
    • Role
      Lead Lighting Artist
    • Company
      Hardsuit Labs
  • The grand tour game cover art
    • Video Game
      The Grand Tour Game
    • Year
      2019
    • Role
      Senior Lighting Artist
    • Company
      Amazon
  • Breakaway video game
    • Video Game
      Breakaway
    • Year
      2018
    • Role
      Lighting Artist
    • Company
      Amazon
  • 220px rise of the tomb raider
    • Video Game
      Rise of the Tomb Raider
    • Year
      2015
    • Role
      Lighting Artist
    • Company
      Crystal Dynamics
  • 220px destiny xbo
    • Video Game
      Destiny
    • Year
      2014
    • Role
      Lighting Artist
    • Company
      Bungie
  • 501538 counter strike global offensive playstation 3 front cover
    • Video Game
      Counter-Strike: Global Offensive
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Hidden Path Entertainment
  • Call of duty black ops
    • Video Game
      Call of Duty: Black Ops
    • Year
      2010
    • Role
      Environment and Lighting Artist (Wii port)
    • Company
      FXVille
  • 208482 forza motorsport 3 xbox 360 front cover
    • Video Game
      Forza Motorsport 3
    • Year
      2009
    • Role
      Lighting Artist
    • Company
      Microsoft
  • 93032 forza motorsport 2 xbox 360 front cover
    • Video Game
      Forza Motorsport 2
    • Year
      2007
    • Role
      Environment Artist
    • Company
      Microsoft
  • 49405 forza motorsport xbox front cover
    • Video Game
      Forza Motorsport
    • Year
      2005
    • Role
      Environment Artist
    • Company
      Microsoft
  • 27466 gabriel knight 3 blood of the sacred blood of the damned windows front cover
    • Video Game
      Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
    • Year
      1999
    • Role
      Lead Environment Artist
    • Company
      Sierra Online

Experience

  • Lead Lighting Artist at Hardsuit Labs
    Seattle, United States of America
    September 2018 - Present

    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.

  • 3D World Builder (contract) at FXVille
    Seattle, United States of America
    February 2010 - October 2010

    Ported Call of Duty: Black Ops Xbox 360 environments and lighting to Nintendo Wii.

    Developed process for translating HDR lighting values into LDR lighting.

    Spearheaded engine/tools documentation, creating a highly used wiki.

  • 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.