Senior Lighting Artist at Insomniac
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Senior Lighting Artist at Insomniac
17 August, 2018
Art / animation

Insomniac Games is looking for a Senior Lighting Artist to help them set up scene lights and rendering attributes for assets for levels and cinematic sequences in the game engine and tools.

Salary: not mentioned
Company: Insomniac Games
Location: United States, Burbank
Position type: Full-time
Remote job: no
Relocation Assistance: yes
  • Lights video game levels, cinematic sequences, characters, weapons and other objects
  • Superior understanding of lighting aesthetics and how lighting affects gameplay and guides and how lighting affects physically based materials
  • Superior understanding of real-time lighting and frame/ memory optimization
  • Works closely with Art Director to help determine lighting style of project
  • Works closely with the artists and designers to make sure assets are properly set up for lighting and the correct areas are emphasized for gameplay
  • Works closely with the Core department to prototype and test new technology
  • Proposes new ideas and methods to improve workflow, performance, and technology in game
  • Understanding of node-based shaders and how they relate to lighting
  • Creates and maintains skies and atmospheres for various types of environments, post fx, and maintains probes for image-based lighting and reflections
  • Sets up scene lights to match color keys and concept art
  • Help other departments with atmospherics and lighting setups for their environment or test level needs
  • Stays informed about new developments in rendering, particularly with regard to realistic lighting and surfaces
  • Troubleshoots large scene files and rendering errors
  • Other duties may be assigned
  • Bachelor’s degree (B. A.) from four-year college or university; or five to seven years related experience and/or training; or equivalent combination of education and experience
  • Should possess an extensive knowledge of lighting and rendering with Mental Ray, Maya software renderers (or the equivalent, Max) and a working knowledge of game engines.
  • Have the ability to work on multiple projects at once as a shared resource between projects and to work independently to maintain consistent aesthetic and technical quality in all lighting.

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