Adam Alexander
Adam Alexander
Senior Lighting Artist @ Undead Labs
Seattle, United States

About

I'm a senior lighting artist currently at Undead Labs working on State of Decay 3 (previously at Firewalk, Bungie, and Hardsuit Labs). I've had a love for creating game worlds ever since I began building mods in Morrowind and Neverwinter Nights as a kid. I'm constantly looking for new challenges to continue to grow as an artist, learn new tools, and foster collaborative and supportive team environments.

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Skills

LightingTech Art

Software proficiency

Unreal Engine
Unreal Engine
Photoshop
Photoshop
DaVinci Resolve
DaVinci Resolve
Maya
Maya
World Machine
World Machine
Substance 3D Designer
Substance 3D Designer

Productions

    • Video Game
      Concord
    • Year
      2024
    • Role
      Senior Lighting Artist
    • Company
      Firewalk Studios
    • Video Game
      Destiny 2
    • Year
      2017
    • Role
      Senior Lighting Artist
    • Company
      Bungie
    • Video Game
      Vampire: The Masquerade - Bloodlines 2
    • Year
      2020
    • Role
      Lighting Artist
    • Company
      Hardsuit Labs
    • Video Game
      Battle Breakers
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Hardsuit Labs
    • Video Game
      Tacoma
    • Year
      2017
    • Role
      Prop Artist (Contract)
    • Company
      Fullbright
    • Video Game
      Shadow Complex: Remastered
    • Year
      2015
    • Role
      Environment Artist
    • Company
      Hardsuit Labs
    • Video Game
      Blacklight: Retribution
    • Year
      2013
    • Role
      Environment Artist (Worked on live game post-launch)
    • Company
      Hardsuit Labs
    • Video Game
      Villagers and Heroes
    • Year
      2011
    • Role
      3D Artist
    • Company
      Mad Otter Games

Experience

  • Senior Lighting Artist at Undead Labs
    Seattle
    November 2024 - Present

    I joined Undead Labs as a Senior Lighting Artist to work on the upcoming State of Decay 3.

  • Senior Lighting Artist at Firewalk Studios
    Bellevue, US
    August 2022 - October 2024

    I joined Firewalk two years prior to Concord's release, working closely with our map teams and tech art to create PVP maps. During this time, my responsibilities included:

    - Lighting six of twelve launch maps, collaborating closely with Level Design, World Art, Skies, and Art Direction to achieve our goal of creating a 70’s-inspired, blue-collar sci-fi world, balancing visual fidelity and gameplay legibility, all while maintaining a consistent 60 fps on PS5.

    - Setting up global and local lighting, tuning fog, setting up reflection cubemaps, adjusting lighting and shadowcasting settings on meshes, creating light fixture Blueprints, and bringing performance into our strict budget.

  • Cinematics Lead at Hardsuit Labs
    Seattle
    November 2019 - March 2021

    At Hardsuit Labs, I've been working on the title "Vampire: The Masquerade - Bloodlines 2." I transitioned from a lighting artist position to the cinematics lead position in 2019, where my responsibilities included:

    - Leading multi-discipline internal cinematics team, as well as overseeing our external partner studio that assisted in the creation of cinematics.

    - Directing and planning in game cinematics, and coordinating with other studio departments with an emphasis on collaboration and communication.

    - Co-directing mocap sessions with our external partners at Digital Domain and Beyond Capture, offering guidance and feedback to our actors.

    - Designing rulesets for dialogue and cinematic camera presentation, and working with our engineering team to build tools for cinematic designers.

  • Lighting Artist at Hardsuit Labs
    Seattle, United States of America
    June 2017 - November 2019

    At Hardsuit Labs, I've been working on the title "Vampire: The Masquerade - Bloodlines 2." I transitioned from an environment artist position to a lighting artist position in 2017, where my responsibilities included:

    - Worked to light environments, character dialogue scenes, and in-game cinematics.

    - Additional tasks included color grading and tuning post effects such as tonemapping, exposure, bloom, reflection environments, and fog.

    - Worked closely with our Lighting Lead on both look development and art direction for different areas in the game, and helped design our light blueprint system that made lighting our game more efficient and consistent.

    - Profiled lighting performance and optimized lighting to be within our budgets across multiple specs, including current gen consoles and PC.

    - Created blueprint tools for environment and character art teams to quickly test albedo luminosity values in our editor.

  • Environment Artist at Hardsuit Labs
    Seattle, United States of America
    May 2015 - June 2017

    At Hardsuit Labs, I've been working on the title "Vampire: The Masquerade - Bloodlines 2." I started on the project as an environment artist, where my responsibilities included:

    - Created modular architecture and prop models

    - Authored PBR material sets, and created master material shaders that were deployed across the project that supported standard features such as vertex color driven material blending and universal wetness controls.

    - Collaborated closely with level designers to create world art and set dress environments.

  • Artist at Mad Otter Games
    Eugene, United States of America
    June 2013 - February 2015

    During my time at Mad Otter Games, I worked on the indie-MMO "Villagers and Heroes" as an 3D Artist. My responsibilities included:

    - Modeled and textured modular environment assets, weapons, and player outfits.

    - Created ability icons for player UI

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