Lee Sullivan work email
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Lee Sullivan personal email
With over twenty years of experience in the games industry, I have worked on a diverse range of projects, platforms, styles and genres. As a Chief Art Officer, I’m passionate about building, leading, and motivating high-functioning art teams to create high-quality software for our players. After spending a decade with EA developing on console, I moved into the exciting, innovative, fast-paced world of mobile/social gaming. I joined the award-winning Space Ape Games as Studio Art Director.As Chief Art Officer (CAO), I oversee all aspects of our creative people, partners, pipelines, tools, and technology. My responsibilities include the strategic direction, creative development and marketing of all games, both in production and as live titles. I collaborate with art teams, driving quality and efficiency through empowerment and autonomy in creating conceptual art, characters, environments, lighting, animation, visual effects, UX/UI, graphic design, video design, performance and brand marketing. I am responsible for studio growth, budget management, long-term planning, resource management, and partner relationships, supporting both short—and long-term strategies.I am experienced in recruiting, mentoring, and managing artists at varying levels. I am highly organised and have years of practice in project management, scheduling, and scoping. I have successfully set up and managed external production partnerships globally through the creation of style guides, technical documentation, and on-site training.My artistic specialism is the creative ideation, artistic direction, and execution of cinematic brand and performance marketing content across CGI, 2D, and live-action. I possess a wide-ranging skill set and have experience creating environments, characters, conceptual art, visual effects, graphics, web, production, and video design.I continuously strive to improve as an artist and a leader, and I massively enjoy what I do.
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Marketing Art DirectorSupercellGuildford, England, Gb -
Chief Art Officer (Cao) At Space Ape GamesSpace Ape Games Apr 2024 - PresentLondon, England, GbCreative Development and Strategic Direction.- Overseeing all aspects of Space Ape's creative people, partners, pipelines, tools and technology.- Setting the strategic direction and helping define all games' creative direction, content production pipelines, and marketing assets for in-development and live titles.- Responsible for studio growth, recruitment, budget management, long-term project planning, resource management, and partner relationships, supporting short—and long-term strategies.- Fostering collaboration between art teams, driving quality and efficiency through empowerment and autonomy in creating conceptual art, characters, environments, lighting, animation, visual effects, UX/UI, graphic design, video design, performance and brand marketing.- The creative ideation, artistic direction and execution of all brand and performance marketing content across CGI, 2D, and live-action pipelines.- Providing mentorship and guidance to the senior art leadership group through feedback and project support when needed.- Directing project management, scheduling and scoping and setting up and managing external production partnerships worldwide. -
Studio Art DirectorSpace Ape Games Jul 2016 - May 2024London, England, GbStudio Wide Game Development across all projects, including Chrome Valley Customs, Beatstar, Countrystar, Fastlane and our long-standing legacy games. (iOS, Android)- Responsible for leading, mentoring and motivating high-functioning art teams in the creation of world-class software.- Supervising the creative development, content production and marketing assets of all games in development and as live titles.- Owning art recruitment, training, managing resourcing, project staffing, and building teams for success.- Fostering partnerships between art teams, driving quality and efficiency through empowerment and autonomy in creating conceptual art, characters, environments, lighting, animation, visual effects, UX/UI, graphic design, video design, performance and brand marketing.- Building pipelines, tools, and technology to allow artists to collaborate more efficiently and improve quality across marketing and development.- Directing project management, scheduling and scoping and setting up and managing external production partnerships worldwide. -
Studio Art DirectorSpace Ape Games Jan 2015 - Jun 2016London, England, GbTransformers: Earth Wars. (iOS, Android)- Responsible for leading a team in the visual development of the game's artistic direction through key art, visual quality targets and style guides.- Worked in close partnership with the Transformers brand creative team, developing the game's art direction and overall product vision.- Supervised a team of artists in creating conceptual art, characters, environments, lighting, animation, visual effects, UX/UI, graphic design, video design and game brand marketing.- Co-directed all project management, scheduling and scoping, working alongside the team to drive quality and efficiency. Managed, mentored and recruited artists at varying levels.- Presented game art vision to multiple groups, including Hasbro senior leadership team, fan community leaders and industry launch press. -
Studio Art DirectorSpace Ape Games Mar 2014 - May 2015London, England, GbRival Kingdoms: Age of Ruin. (iOS, Android)- Responsible for leading a team in the visual development of the game's artistic direction through key art, visual quality targets and style guides.- Set up and managed external production partnerships in China and India by creating style guides and technical documentation.- Supervised a team of artists in creating conceptual art, characters, environments, lighting, animation, visual effects, UX/UI, graphic design, video design and game brand marketing.- Responsible for all project management, scheduling and scoping, working alongside the team to drive quality and efficiency. Managed, mentored and recruited artists at varying levels.- Art Directed external agency in the development of marketing launch campaign, including the website, CGI trailer and the outsourced production of high-end 3D content to external partners. -
Studio Art DirectorSpace Ape Games Mar 2014 - Dec 2014London, England, GbSamurai Siege. (iOS, Android)- Responsible for the continued development of the live game, the game launch in Japan and delivering exciting new content to players.- Supervised a team of artists in creating conceptual art, characters, environments, lighting, animation, visual effects, UX/UI, graphic design, video design and game brand marketing.- Managed external production partnerships in India, creating additional game assets.- Responsible for all project management, scheduling and scoping, working alongside the team to drive quality and efficiency. Managed, mentored and recruited artists at varying levels. -
Art DirectorElectronic Arts (Ea) Ghost Games Aug 2013 - Feb 2014Redwood City, Ca, UsUnannounced Project. (PS4, Xbox One, PS3, Xbox 360, PC)- Art directed and oversaw all aspects of next-generation art production.- Responsible for the creation and implementation of the overall artistic vision.- Worked closely with the art leadership group to create visual target levels.- Presented art vision to multiple studio teams and high-level EA executive group.- Supervised a large team of artists in the creation of environments, vehicles, lighting, visual effects, cinematics, user interface design and concept art.- Art-directed cross-studio art development in Europe, North America and Asia.- Mentored and managed the art leadership team throughout the development cycle. -
Senior Lighting ArtistElectronic Arts (Ea) Ghost Games Nov 2012 - Jul 2013Redwood City, Ca, UsNeed For Speed Rivals. (PS4, Xbox One, PS3, Xbox 360, PC)- Supported the lighting team based in Ghost's Gothenburg studio in delivering in-game environment and cinematic lighting.- Worked alongside Lead Lighting Artist and Franchise Art Director to create next generation art bar and set visual style for key production milestones.- Directly responsible for the lighting of key districts and roads within the open world environment.- Supported cinematic and marketing teams in the creation of in-game cutscenes, trailers, screenshots and key art. -
Bafta Young Game Designers 2013Bafta Nov 2013 - Dec 2013London, England, GbMentor / Advisor / Presenter.- Presented to one hundred school children on Art Direction in games.- Ran several workshops where students had to design their own game giving feedback, advice, and inspiration related to Art Direction.- Presented to HRH Prince William, Duke of Cambridge on Art Direction for Games and the Young Game Designers process.- Sat on a questions and answers panel of industry experts providing advice and feedback to students. -
Lead Lighting ArtistCriterion Games Nov 2011 - Oct 2012Guildford, Surrey, GbNeed For Speed Most Wanted. (PS3, Xbox 360, PC, Wii U)- Worked alongside Art Director and Lead Environment Artist to create art bar and set visual style.- Co-Directed and Co-Created 24 Hour day/night cycle with Art Director.- Oversaw all elements of static and baked lighting production.- Supervised international team of Lighting Artists in the creation of static lighting across both Criterion and EA Canada. -
Lead Artist (Ps Vita)Criterion Games Nov 2011 - Sep 2012Guildford, Surrey, GbNeed For Speed Most Wanted. (PS Vita)- Art directed and oversaw all aspects of PS Vita art production.- Supervised team of artists in the creation of environments, lighting, vehicles, visual effects and UI.- Worked closely with console Art Director and Senior Producer to set and achieve handheld visual quality targets.- Directly responsible for concept art, environment lighting, marketing assets and production videos. -
Art Director (Console)Maxis Studios - Ea May 2011 - Oct 2011Redwood City, California, UsSim City. (Wii U, PS3, Xbox 360)- Worked closely with Franchise Art Director to set and achieve visual quality targets.- Supervised team of artists in the creation of environments, lighting, vehicles, visual effects, videos, characters and concept art.- Directly responsible for concept art and in-game assets.- Worked with senior development staff in the setting project plan and staffing requirements. -
Bafta Young Game Designers 2011Bafta Jul 2011 - Jul 2011London, England, GbMentor / Advisor / Presenter.- Presented to eighty students on Gameplay, Character & Storytelling and Selling Your Game. - Took part in several workshops where school children had to design their own game. - Gave feedback, advice, and inspiration via a combination of hands-on mentoring and informal Q&A. -
Art DirectorElectronic Arts Nov 2010 - Apr 2011Redwood City, Ca, UsHarry Potter and the Deathly Hallows Part 2. (PS3, Xbox 360, PC, Wii)- Worked alongside Franchise Art Director to set and achieve visual quality targets.- Art directed and oversaw all elements of Boss Battle production.- Supervised a team of artists in the creation of environments, lighting, animation, visual effects, UX/UI, graphic design, video design and game brand marketing.- Directly responsible for physics-driven environment destruction sequences and all boss battle environment, character and cutscene lighting. -
Art DirectorElectronic Arts Jan 2009 - Oct 2010Redwood City, Ca, UsSpare Parts. (PSN, XBLA)- Responsible for leading a team in the visual development of the game's artistic direction through key art, visual quality targets and style guides.- Supervised a team of artists in the creation of conceptual art, characters, environments, lighting, animation, visual effects, UX/UI, graphic design, video design and game brand marketing.- Set up and managed external production partnerships in China through the creation of style guides, technical documentation, and onsite training.- Directly responsible for producing style guides, concept art, in-game assets and lighting for visual targets.- Promoted Spare Parts through multiple press interviews and presentations across both Europe and North America. -
Lead Lighting ArtistElectronic Arts Jul 2008 - Dec 2008Redwood City, Ca, UsNeed for Speed Shift. (PSP)- Worked closely with the Art Director to create art bar and set visual style.- Worked on seven real-world locations with multiple day/night scenarios.- Directly responsible for all in game racetrack lighting. -
Lead ArtistElectronic Arts Jan 2008 - Jun 2008Redwood City, Ca, UsFamily Game Night. (Xbox 360)- Supervised a team of artists in the creation of conceptual art, environments, lighting, animation, visual effects, UX/UI, graphic design and game brand marketing.- Responsible for managing a multi-disciplined team porting the Wii Sku of Family Game Night to Xbox 360.- Art Directed two new themed environments and one new game for the Xbox 360 platform. - Directly responsible for all in-game environment, character and cutscene lighting. -
Lead ArtistElectronic Arts Jan 2007 - Dec 2007Redwood City, Ca, UsMonopoly. (Wii, PS2, Xbox 360)- Worked alongside Art Director to set and achieve visual quality targets.- Art directed and oversaw all elements of Game Board and Mini Game art production.- Supervised a team of artists in the creation of environments, lighting, video design and game brand marketing.- Directly responsible for two-thirds of in-game lighting and two modelled and textured environments. -
Lead Lighting ArtistElectronic Arts Apr 2006 - Dec 2006Redwood City, Ca, UsZubo. (NDS)- Oversaw all in-game environment, character and cutscene lighting.- Responsible for the creation of the 3D baked lighting pipeline.- Worked with Art Director and Lead Concept Artist to create art bar and set visual style.- Directly responsible for one-quarter of all in-game lighting. -
Lighting ArtistElectronic Arts Oct 2005 - Mar 2006Redwood City, Ca, UsBurnout Dominator. (PS2, PSP)- Worked alongside Art Director to set and achieve visual quality targets.- Directly produced one-third of all in-game lighting across a number of racetracks.- Hand picked to work on additional night racetracks as part of downloadable PSP content. -
Bafta British Academy Video Games Awards 2011 Artistic AchievementBafta Nov 2010 - Jan 2011London, England, GbArtistic Achievement - Jury Member.- Appraised all games short-listed in the category of Artistic Achievement in 2011.- A member of assembled industry experts to decide on which shortlisted games would be the six nominated.- Served on a panel of Art Directors who voted on the eventual winner. -
Bafta Young Game Designers 2010Bafta Jul 2010 - Sep 2010London, England, GbMentor / Advisor / Presenter.- Presented to one hundred students on Environment Game Design and Art Direction.- Took part in several workshops where schoolchildren had to design their own game giving feedback, advice, and inspiration.- Mentored competition winners during their weeks work experience at Electronic Arts UK. -
Bafta Young Game Designers 2008Bafta Aug 2008 - Sep 2008London, England, GbMentor / Advisor.- Worked closely with and mentored six chosen teams of finalists to develop their games during their eight-week work experience at Electronic Arts UK.- Gave advice on all aspects of game production including Art Direction, Game Design, Time Management and Technical Direction. -
Lead Lighting ArtistCriterion Games Apr 2005 - Sep 2005Guildford, Surrey, GbBlack 2. (PS3, Xbox 360)- Worked as part of a pre-production team in the creation of a next generation sequel to Black.- Created a series of visual concepts to illustrate how lighting could be used as a vital part of gameplay for next generation games.- Worked with Art Director and Lead Concept Artist to create art bar and set visual style.- Worked alongside Senior Graphics Programmers on tools and pipelines. -
Lead Lighting ArtistElectronic Arts Oct 2004 - Mar 2005Redwood City, Ca, UsBattlefield Modern Combat. (Xbox 360)- Oversaw all in-game environment, character and cutscene lighting.- Aided creation of EA UK’s first next generation lighting pipeline and tool set.- Worked directly with CG Supervisor, Art Director and Technical Director to create art bar and set visual style.- Directly responsible for all environment, character and cutscene lighting. -
Lead Lighting ArtistElectronic Arts Jan 2004 - Sep 2004Redwood City, Ca, UsBattlefield 2 Modern Combat. (PS2, Xbox)- Oversaw all in-game environment, character and cutscene lighting.- Aided CG Supervisor integrating Softimage XSI into existing engine pipeline.- Responsible for training all lighting artists in use of Softimage XSI.- Directly responsible for one-quarter of all in-game lighting.- Modelled and textured prop assets for environment team. -
Lead Lighting ArtistElectronic Arts 2003 - 2004Redwood City, Ca, UsCatwoman. (PS2, Xbox)- Oversaw all in-game environment, character and cutscene lighting.- Responsible for briefing, reviewing and scheduling the work of a large and complex lighting team.- Worked with Art Director and Lead Concept Artist to create art bar and set visual style.- Directly responsible for one-quarter of all in-game lighting. -
Lighting Artist / World ArtistElectronic Arts Jul 2002 - Dec 2002Redwood City, Ca, UsHarry Potter and the Prisoner of Azkaban. (PS2, Xbox)- Aided integration of lighting tools from EA Canada into engine pipeline. - Worked with Art Director and Lead Concept Artist to create art bar and set visual style.- Directly responsible for one-quarter of all in-game lighting.- Concepted, modelled and textured two environments for the world team. -
Character Texture Artist / Visual Effects ArtistElectronic Arts Jan 2002 - Jun 2002Redwood City, Ca, UsHarry Potter's Quidditch World Cup. (PS2, Xbox)- Textured three teams of Quidditch players for in-game use.- Produced conceptual art for stadiums, visual effects, and characters.- Produced texture assets for visual effects team. -
Lighting Artist / Character Texture ArtistElectronic Arts Jan 2001 - Dec 2001Redwood City, Ca, UsHarry Potter and the Chamber of Secrets. (PS2, Xbox)- Aided CG Supervisor integrating Lightwave into existing engine pipeline. - Produced lighting for over half of the in-game locations.- Textured three-quarters of the characters and creatures for in-game use. -
Conceptual ArtistElectronic Arts Sep 2000 - Dec 2000Redwood City, Ca, UsHarry Potter and the Philosophers Stone. (PS1, PC)- Produced concept art for characters, environments, and game design mechanics.- Sculpted a series of character maquettes as part of the character exploration process.- Worked directly with Art Director, designers and 3D game artists to develop games visual direction.
Lee Sullivan Skills
Lee Sullivan Education Details
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North East Wales Institute Of Higher Education (N.E.W.I)Illustration For Children'S Publishing
Frequently Asked Questions about Lee Sullivan
What company does Lee Sullivan work for?
Lee Sullivan works for Supercell
What is Lee Sullivan's role at the current company?
Lee Sullivan's current role is Marketing Art Director.
What is Lee Sullivan's email address?
Lee Sullivan's email address is ch****@****mac.com
What schools did Lee Sullivan attend?
Lee Sullivan attended North East Wales Institute Of Higher Education (N.e.w.i).
What skills is Lee Sullivan known for?
Lee Sullivan has skills like Art Direction, Lighting, Rendering, Environment Art, Environment Modeling, Uv Mapping, Texturing, Concept Design, Character Design, Character, Character Modeling, Matte Painting.
Who are Lee Sullivan's colleagues?
Lee Sullivan's colleagues are Faris Razak, Em Em, Ahmed Ace, Sohel Khan, Jose Rivera Gonzales, Eren Ayyıldız, Nicolas Mäkelä.
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