Lee Sullivan Email & Phone Number
@mac.com
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Who is Lee Sullivan? Overview
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Lee Sullivan is listed as Marketing Art Director at Supercell, a company with 2198 employees, based in Greater Guildford Area, United Kingdom, United Kingdom. AeroLeads shows a work email signal at mac.com and a matched LinkedIn profile for Lee Sullivan.
Lee Sullivan previously worked as Chief Art Officer (CAO) at Space Ape Games at Space Ape Games and Studio Art Director at Space Ape Games. Lee Sullivan holds Ba Hons Illustration., Illustration For Children'S Publishing from North East Wales Institute Of Higher Education (N.E.W.I).
Email format at Supercell
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About Lee Sullivan
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.
Listed skills include Art Direction, Lighting, Rendering, Environment Art, and 32 others.
Lee Sullivan's current company
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Lee Sullivan work experience
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Chief Art Officer (Cao) At Space Ape Games
CurrentCreative 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.
Studio Art Director
Studio 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.
Studio Art Director
Transformers: 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.
Studio Art Director
Rival 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.
Studio Art Director
Samurai 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.
Art Director
Unannounced 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.
Senior Lighting Artist
Need 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.
Bafta Young Game Designers 2013
Mentor / 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.
Lead Lighting Artist
Need 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.
Lead Artist (Ps Vita)
Need 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 Director (Console)
Sim 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.
Bafta Young Game Designers 2011
Mentor / 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 Director
Harry 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.
Art Director
Spare 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.
Lead Lighting Artist
Need 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 Artist
Family 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.
Lead Artist
Monopoly. (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.
Lead Lighting Artist
Zubo. (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 Artist
Burnout 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 Achievement
Artistic 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 2010
Mentor / 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 2008
Mentor / 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 Artist
Black 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.
Lead Lighting Artist
Battlefield 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.
Lead Lighting Artist
Battlefield 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.
Lead Lighting Artist
Catwoman. (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 Artist
Harry 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 Artist
Harry 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 Artist
Harry 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 Artist
Harry 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.
Colleagues at Supercell
Other employees you can reach at supercell.com. View company contacts for 2198 employees →
Emma Suur-Hamari
Colleague at SupercellHelsinki, Uusimaa, Finland, Finland
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HG
Hosein Golizade
Colleague at SupercellIran, Iran, Islamic Republic Of
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JS
Joe Schom
Colleague at SupercellMoncton, New Brunswick, Canada, Canada
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ZL
Zhuoyang Liu
Colleague at SupercellJing'an District, Shanghai, China, China
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MS
Micky Smeds
Colleague at SupercellHelsinki, Uusimaa, Finland, Finland
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LA
Lutfi Arık
Colleague at SupercellAltındağ, Ankara, Türkiye, Turkey
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LS
Lucas S.
Colleague at SupercellFinland, Finland
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AC
Ayie Cicharito
Colleague at SupercellTatau, Sarawak, Malaysia, Malaysia
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WB
William Brown
Colleague at SupercellGurugram, Haryana, India, India
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GR
Guillem Rejón
Colleague at SupercellBarcelona, Catalonia, Spain, Spain
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Lee Sullivan education
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North East Wales Institute Of Higher Education (N.E.W.I)
Frequently asked questions about Lee Sullivan
Quick answers generated from the profile data available on this page.
What company does Lee Sullivan work for?
Lee Sullivan works for Supercell.
What is Lee Sullivan's role at Supercell?
Lee Sullivan is listed as Marketing Art Director at Supercell.
What is Lee Sullivan's email address?
AeroLeads has found 1 work email signal at @mac.com for Lee Sullivan at Supercell.
Where is Lee Sullivan based?
Lee Sullivan is based in Greater Guildford Area, United Kingdom, United Kingdom while working with Supercell.
What companies has Lee Sullivan worked for?
Lee Sullivan has worked for Supercell, Space Ape Games, Electronic Arts (Ea) Ghost Games, Bafta, and Criterion Games.
Who are Lee Sullivan's colleagues at Supercell?
Lee Sullivan's colleagues at Supercell include Emma Suur-Hamari, Hosein Golizade, Joe Schom, Zhuoyang Liu, and Micky Smeds.
How can I contact Lee Sullivan?
You can use AeroLeads to view verified contact signals for Lee Sullivan at Supercell, including work email, phone, and LinkedIn data when available.
What schools did Lee Sullivan attend?
Lee Sullivan holds Ba Hons Illustration., Illustration For Children'S Publishing from North East Wales Institute Of Higher Education (N.E.W.I).
What skills is Lee Sullivan known for?
Lee Sullivan is listed with skills including Art Direction, Lighting, Rendering, Environment Art, Environment Modeling, Uv Mapping, Texturing, and Concept Design.
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