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ILM's Interactive team advances the studio's legacy of innovation by developing original immersive experiences across virtual reality, augmented reality and location-based platforms. Known for blending best-in-class visuals, sound and narrative, the team has delivered award-winning projects such as What If…? – An Immersive Story, Vader Immortal: A Star Wars VR Series and the Oscar-winning CARNE y ARENA. Our work continues to push the boundaries of immersive entertainment and redefine how audiences engage with story. We are seeking a Lighting Artist who reflects the innovative spirit, creative talent, production excellence, and passion for great storytelling that defines ILM. The Lighting Artist is responsible for bringing the best out of our environments and to combine artistic talent and technical ability. You would be working closely with the Department Supervisor of Lighting and development/production teams on the design and implementation of lighting setups and lighting pipelines.
Job Responsibility
Work with Art Directors, Lighting Leads and Concept Artwork to design lighting setups for environments, characters and interactive game assets
Have a deep understanding of lightmap baking, dynamic lighting tools, image based specular lighting, indirect light probes, post-process volumes and real-time rendering
Work with environment, character and VFX artists in the lighting design to achieve the desired targets for aesthetics and performance through material shader and geometry work
Partner with level designers to animate via level blueprint or sequencer dynamic lighting or transitions
Actively participate in improving workflows, optimizations and best practices
Identify, triage, and fix bugs as required working with engineering and relevant departments
Take final project to a high degree of polish and optimization
Requirements
5+ years experience as a Lighting TD/Artist in AAA game development or animation/vfx/film
Strong aesthetic sense for lighting and color theory
Strong technical knowledge of current real time lighting tool sets including atmospheric effects, post processing, color grading and HDR IBL workflows
Able to effectively take direction and know what looks good and why
Experience with Unreal/Unity or equivalent game engine including dynamic and baked lighting workflows, physically-based rendering, and basic level blueprint scripting
Shaders: in-depth knowledge of real-time shader implementations, limitations of shaders in VR, strong knowledge of PBR pipelines, and subsurface shaders
Materials: experienced in the development, authoring & organization of efficient materials via the UE4 material editor
Fluency in working in Windows, JIRA, Perforce or equivalent OS, workload and data management tools
Excellent communication, organization and problem-solving skills and self-motivated
Nice to have
Strong traditional art, photography or film studies background
Proficient with profiling tools to examine & diagnosis performance issues related to lighting
Experience with one or more of the following: Maya, Unity, Substance Designer / Painter, Zbrush or Mudbox, Houdini, Mari, 3D StudioMax, Photoshop, Nuke
Interest and capacity to work with proprietary toolsets
A portfolio / reel submission - including a detailed breakdown of your work in each section
What we offer
Bonus and/or long-term incentive units may be provided as part of the compensation package
Full range of medical, financial, and/or other benefits