Adam Alexander

Senior Lighting Artist at Undead Labs

Seattle, Washington, United States
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Summary

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Senior
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Top School
Adam Alexander is a senior lighting artist with eight years of experience shaping the visual tone of AAA and mid‑market games, currently crafting lighting at Undead Labs. His credits span Destiny 2, Concord, Vampire: The Masquerade: Bloodlines 2, and Shadow Complex Remastered, reflecting deep expertise in level and cinematic lighting, environment art, and tool-driven tech art. Comfortable switching between hands-on artistry and building tooling in Unreal, he has a track record of defining lighting pipelines and improving production workflows. Based in Seattle, he also contributes front-end improvements to open-source tools like the A-Frame inspector, showing an eye for UX and editor ergonomics beyond game engines. A B.A. with honors in Digital Art, Adam brings a storyteller’s sensibility—rooted in a lifelong love of worldbuilding—to technically rigorous, collaborative game development.
code8 years of coding experience
job4 years of employment as a software developer
bookB.A. with Honors Digital Art (major) English & Philosophy (minors), B.A. with Honors Digital Art (major) English & Philosophy (minors) at University of Oregon
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Github Skills (11)

aframe10
editors10
javascript10
editor10
inspector10
react10
webvr9
virtual-reality9
threejs9
html8
css7

Programming languages (3)

TypeScriptC#JavaScript

Github contributions (5)

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aframevr/aframe-inspector

Jan 2018 - Mar 2018

:mag: Visual inspector tool for A-Frame. Hit *<ctrl> + <alt> + i* on any A-Frame scene.
Role in this project:
userFront-end Developer
Contributions:12 commits, 4 PRs, 8 comments in 1 month
Contributions summary:Adam focused on enhancing the user interface and functionality of the A-Frame inspector tool. Their contributions included implementing collapsible elements in the scenegraph for improved navigation, adding a feature to focus on selected entities in the viewport via a hotkey, and fixing issues related to focusing and zooming on entities. Furthermore, the user improved keyboard controls and made adjustments to ensure selected elements are visible in the scenegraph, refining the user experience.
virtual-realityframea-framealtmag
A simple implementation of Observable types in Unity that work seamlessly with the editor.
Contributions:19 commits, 1 PR, 18 pushes in 2 years 3 months
unity-scriptsspawnunityobservable
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Adam Alexander - Senior Lighting Artist at Undead Labs