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Anthony Lampa
Principal Lighting Artist, Ripple Effect I EA
Kirkland, United States

Summary

Lighting artist with over 20+ years of experience in AAA game development, blending artistic vision with deep technical expertise. Proven leader in building and managing lighting teams, developing PBR-compliant workflows, and delivering visually compelling, performant environments across multiple game engines including Unreal Engine 5, Frostbite, and proprietary tech (Firebird/Lithtech). Adept at cross-disciplinary collaboration, driving innovation in real-time lighting, and mentoring teams to achieve high visual standards. Passionate about pushing the boundaries of lighting to enhance storytelling, gameplay, and immersion.

Skills

Real-time lightingLightingCinematic & Atmospheric LightingVisual DevelopmentLook DevelopmentperformanceHDRSDRPBR TexturingVrayPBR WorkflowCross-Disciplinary CollaborationLeadership and MentorshipCross disciplineEnvironment DesignPhotographyEnvironment ModelingGame Development

Software proficiency

Frostbite Engine
Frostbite Engine
Unreal Engine
Unreal Engine
Lithtech I Firebird
Lithtech I Firebird
DaVinci Resolve
DaVinci Resolve
3ds Max
3ds Max
Blender
Blender
Maya
Maya
Vray
Vray
Photoshop
Photoshop
Lightroom
Lightroom
ZBrush
ZBrush
World Machine
World Machine
mental ray
mental ray
Substance 3D Designer
Substance 3D Designer

Productions

    • Video Game
      Battlefield 6
    • Year
      2025
    • Role
      Principal Lighting Artist
    • Company
      Ripple Effect (EA)
    • Video Game
      Unreleased I Canceled : Marvel's Black Panther
    • Year
      2025
    • Role
      Senior Lighting Director
    • Company
      Cliffhanger (EA)
    • Video Game
      Dead Space Remake
    • Year
      2023
    • Role
      Principal Lighting Artist
    • Company
      Motive (EA)
    • Video Game
      Middle-Earth: Shadow of War
    • Year
      2017
    • Role
      Principal Lighting Artist
    • Company
      Monolith Productions (WB)
    • Video Game
      Middle-Earth: Shadow of Mordor
    • Year
      2014
    • Role
      Advanced Lighting Artist
    • Company
      Monolith Productions (WB)
    • Video Game
      F.E.A.R. 2 : Project Origin
    • Year
      2009
    • Role
      Senior Artist: World / Environment and Lighting
    • Company
      Monolith Productions (WB)
    • Video Game
      Condemned 2 : Bloodshot
    • Year
      2008
    • Role
      Senior World / Environment Artist
    • Company
      Monolith Productions
    • Video Game
      Condemned : Criminal Origins
    • Year
      2005
    • Role
      World / Environment Artist
    • Company
      Monolith Productions
    • Video Game
      Shadow Ops : Red Mercury
    • Year
      2004
    • Role
      Environment Artist
    • Company
      Zombie Studios

Experience

  • Principal Lighting Artist at Ripple Effect (EA)
    KIRKLAND, US
    July 2025 - Present

    Polished lighting vision for multiple levels across Battlefield: SP, MP and Redsec /BR. Balancing high visual fidelity with performance optimization in the Frostbite engine. Collaborated across departments—environment, design, VFX, cinematics, engineering, and tech art—to deliver immersive, story-driven lighting from blockout to final polish.

  • Senior Lighting Director at Cliffhanger (EA)
    KIRKLAND, US
    December 2022 - June 2025

    Led the lighting and materials team to establish PBR-compliant workflows in Unreal Engine 5. Defined global lighting systems, including sky creation, atmosphere, Lumen-based lighting, exposure, and HDR/SDR pipelines. Collaborated with art and engineering leadership to set a high visual bar and ensure cross-discipline alignment. Developed editor tools and processes to support scalable, production-ready lighting environments.

  • Principal Lighting Artist at Motive (EA)
    Issaquah, US
    December 2021 - December 2022

    Owned the lighting vision for multiple levels, balancing high visual fidelity with performance optimization in the Frostbite engine. Collaborated across departments—environment, design, VFX, cinematics, engineering, and tech art—to deliver immersive, story-driven lighting from blockout to final polish.

  • Principal Lighting Artist I Advanced Environment Artist at Monolith Productions (WB)
    KIRKLAND, US
    July 2004 - November 2021

    Led the lighting team for open-world titles using Monolith’s proprietary Firebird engine. Defined lighting pipelines and visual standards across dynamic and baked lighting systems. Partnered with Art Direction, Graphics, and Engineering to deliver seamless lighting across complex environments, cinematics, and gameplay scenarios.

  • Environment Artist at Zombie Studios
    Seattle, US
    August 2002 - April 2004

    Involved in the look and feel of the game, which consisted of modeling architecture structures, military and commercial vehicles, concept models, environmental and organic objects.