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AJ Nelson
AJ Nelson
Principal Lighting | Art Manager | Environment Artist
Atlanta, GA, United States

Summary

Seasoned Lighting Artist with over 20 years of experience working within the Entertainment Industry; initially started as an Environment Artist but my passion has pivoted me towards a Lighting specialty. Calling upon all my experience, I’m able to deliver state-of-the-art Lighting content by looking at every aspect of world building. Throughout all this, I have contributed to every stage of game development from early pre-pro visualization to final polish stages of cinematics and in-game scenes.

Earning a Bachelor of Fine Arts in Media Studies and Computer Animation from The Columbus College of Art & Design; accompanied by a traditional arts background. This enabled me to utilize traditional practices to convey storytelling elements through visual direction and shape language.

Skills

LightingPBR TexturingPhysically Based RenderingArt DirectionEnvironment DesignEnvironment ModelingWorld Building

Software proficiency

Unreal Engine
Unreal Engine
Redshift
Redshift
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Jira
Jira
Perforce
Perforce
Photoshop
Photoshop
ZBrush
ZBrush
Marmoset Toolbag
Marmoset Toolbag
Quixel Suite
Quixel Suite
Hansoft
Hansoft
DaVinci Resolve
DaVinci Resolve
Slack
Slack
Unity
Unity

Productions

    • Video Game
      Immortals of Aveum
    • Year
      2023
    • Role
      Principal Lighting Artist
    • Company
      Ascendant Studios
    • Video Game
      Smite
    • Year
      2021
    • Role
      Principal Lighting Artist
    • Company
      Hi-Rez Studios
    • Video Game
      Death Stranding
    • Year
      2019
    • Role
      Sr. Environment Artist | Outsource Coordinator
    • Company
      Sony Interactive Entertainment
    • Video Game
      Star Wars: The Old Republic [Onslaught]
    • Year
      2019
    • Role
      Art Outsourcing Manager
    • Company
      BioWare Corp.
    • Video Game
      Blood and Truth
    • Year
      2019
    • Role
      Sr. Lighting Artist
    • Company
      Sony Interactive Entertainment
    • Video Game
      Firewall: Zero Hour
    • Year
      2018
    • Role
      Sr. 3D Generalist
    • Company
      First Contact Entertainment
    • Video Game
      Agents of Mayhem
    • Year
      2017
    • Role
      Sr. Lighting Artist
    • Company
      Deep Silver Volition
    • Video Game
      Saints Row IV
    • Year
      2013
    • Role
      Sr. Lighting Artist
    • Company
      Deep Silver Volition
    • Video Game
      Star Trek
    • Year
      2013
    • Role
      Sr. Layout Artist
    • Company
      Digital Extremes
    • Video Game
      Halo 4
    • Year
      2012
    • Role
      Environment Artist
    • Company
      Digital Extremes
    • Video Game
      The Darkness II
    • Year
      2012
    • Role
      Sr. Layout Artist
    • Company
      Digital Extremes
    • Video Game
      BioShock 2
    • Year
      2010
    • Role
      Sr. Layout Artist
    • Company
      Digital Extremes
    • Video Game
      Legendary
    • Year
      2009
    • Role
      Environment Artist
    • Company
      Spark Unlimited
    • Video Game
      Turning Point: Fall of Liberty
    • Year
      2008
    • Role
      Environment Artist
    • Company
      Spark Unlimited
    • Video Game
      Warhawk
    • Year
      2007
    • Role
      Environment Artist
    • Company
      Incognito Entertainment

Experience

  • Principal Lighting Artist at Shapeshifter Games
    Atlanta, GA, US
    November 2023 - Present

  • Principal Lighting Artist at Ascendant Studios
    Atlanta, GA
    June 2021 - September 2023

    + Create compelling and dynamic lighting scenarios for gameplay and cinematics for our Lighting systems - bringing levels from rough Design Lighting Blockout to Complete Art Polish.

    + Maintain a balance between visual quality and performance efficiency while having a thorough knowledge of the PBR Pipeline for Troubleshooting.

    + Working with graphics programmers and technical artists to support the development of new systems and techniques.

    + Follow the direction the Art Directors have established and on occasion help refine the aesthetic through lighting to better establish the desired atmospheric mood for the player.

  • Principal Lighting Artist at Hi-Rez Studios | Alacrity Arthouse
    Atlanta, GA
    June 2019 - June 2021

    + Create Pipelines and Next-Gen building techniques for Lighting systems; bringing levels from rough design lighting blockouts to complete art polish and completion.

    + Working with the Art Director and fellow Lead Artists to create a vision to the level of quality desired for Next-Gen Games & Cinematics.

    + Help establish guidelines, best practices and style guides along with providing daily feedback to the internal and external developers.

  • Art Outsourcing Manager at BioWare Corp.
    Austin, TX
    January 2019 - June 2019

    + Provide direction/feedback for in-game assets and cinematic quality assets.

    + Proactively identifying risks associated with meeting project milestones.

    + Generate documentation and asset packages for outsourcing, as well as the integration of assets, asset and texture optimization, and support for LOD and collision in the level design.

    + Clearly communicate updates and properly escalate concerns to the appropriate team member(s) and manager(s).

  • Senior Environment Artist | Outsource Coordinator at Sony Interactive Entertainment
    San Diego, CA
    May 2018 - November 2018

    + Create and supervise of in-game assets internally and to PlayStation Studios Visual Arts/ client specifications.

    + Assisted and responsible for delivering over 200 assets to their final state of production polish.

    + Provide direction for in-game and in-game cinematic quality assets.

    + Work closely with game developers and Lighting Supervisor to understand proprietary engine’s lighting workflows and deliver developer's vision for cinematics and in-game environments.

    + Actively develop and improve skill set and abilities by keeping aware of industry trends and techniques, evaluating competitive products, and learning new software packages.

  • Senior 3D Generalist at First Contact Entertainment
    Los Angeles, CA
    February 2018 - March 2018

    + Model custom assets of various LOD states, texture with both existing and custom materials using Substance Painter/Designer.

    + Deliver work on time, while adhering to high artistic standards.

  • Principal Environment Artist at Bartlet Jones Supernatural Detective Agency
    San Diego, CA
    November 2017 - January 2018

    + Worked alongside the Art Director and Creative Director (David Jaffe) to establish/redefine the environment art pipeline to set performance and visual standards.

    + Provided leadership and hands-on art creation for the team on how to drive environment art quality which consisted between creating, directing, and integrating art.

    + Worked alongside the Art Director and C.O.O. with establishing a streamlined process of Outsourcing and provided feedback for levels and assets created internally and externally.

  • Lighting Artist III at Deep Silver Volition
    Champaign, IL
    July 2013 - October 2017

    + Lighting of interiors and large exterior spaces with the mindset of conveying a Mood/Atmosphere that portrays the desired Player Experience set forth.

    + Crafting flow, player progression, and visual storytelling through TODs, Skyboxes, and atmospheric setups.

    + Assisted in the Core Technology Group to help establish and implement features for our Lighting tools into our Next-Gen Engine.

    + R&D for Next-Gen lighting practices and Pipelines

  • Senior World Builder | Level Artist at Digital Extremes
    London Ontario , CA
    March 2009 - February 2013

    + Utilize assets, props, effects, and lighting while working closely with the Art Director, Lead Artist and Lead Level Designer to create visually stunning and technically efficient game spaces.

    + Act as the point person in a small group of Level Designers and Artists to communicate on reaching the artistic vision for levels.

    + Aid Concept and Outsourcing teams by providing references, concept/illustrations and or rough models for level layout.

    + Ensure high level of refinement through play-testing, bug-fixing Optimization and tuning

  • Background Artist | Level Artist at Electronic Arts
    Los Angeles, CA
    July 2008 - October 2008

    + Low/High polygon modeling, texturing, material creation of next-gen environmental game assets, mentoring artists, and oversight of game level sections.

    + Aided in the Outsourcing pipeline from creating job-sheets to initial block-outs to deliverables of final content

    + World Builder/Level Layout and prop placement

  • Environment Artist at Spark Unlimited
    Los Angeles, CA
    June 2006 - May 2008

    + Low/High polygon Modeling, texturing, lighting, and level build/layout of next-gen environmental game assets.

    + Understanding and Experienced in the process of level optimization, lighting and setting up advanced shaders.

    + Managing the art pipeline of a multiplayer level from start to finish.

    + Coordinating production of various levels as well as collaborating with other team members/leads