Adam Alexander
Adam Alexander
Lighting Artist @ Bungie
Seattle, United States

About

I'm a lighting artist currently at Hardsuit Labs working on "Vampire: The Masquerade - Bloodlines 2". 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.

Resume PDF

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Software proficiency

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

Productions

  • Vampire the masquerade bloodlines 2 cover art
    • Video Game
      Vampire: The Masquerade - Bloodlines 2
    • Year
      2020
    • Role
      Lighting Artist
    • Company
      Hardsuit Labs
  • Battle breakers bb social launch 1920x1080 1920x1080
    • Video Game
      Battle Breakers
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Hardsuit Labs
  • Tacoma cover art
    • Video Game
      Tacoma
    • Year
      2017
    • Role
      Prop Artist (Contract)
    • Company
      Fullbright
  • 173 1731960 shadow complex remastered free shadow complex ps4 cover
    • Video Game
      Shadow Complex: Remastered
    • Year
      2015
    • Role
      Environment Artist
    • Company
      Hardsuit Labs
  • Blacklight retribution
    • Video Game
      Blacklight: Retribution
    • Year
      2013
    • Role
      Environment Artist (Worked on live game post-launch)
    • Company
      Hardsuit Labs
  • Header
    • Video Game
      Villagers and Heroes
    • Year
      2011
    • Role
      3D Artist
    • Company
      Mad Otter Games

Experience

  • Cinematics Lead at Hardsuit Labs
    Seattle, United States of America
    November 2019 - Present

    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 currently include:

    - 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