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Lighting technical director

Australia, Melbourne · Job Posted April 10, 2026
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Job Description

We are taking expressions of interest for experienced Lighters across all levels to join our talented team in Melbourne for a number of exciting projects in 2026! The Lighting team is a diverse group of exceptionally talented and experienced Lighting Technical Directors. Collectively, we are responsible for creating lighting for all assets, environments and characters and work closely with the CG supervisor, CG Asset Lead, Art Directors and Texture artists to achieve the artistic style and level required.

Job Responsibility

  • Creating lighting for all assets, environments and characters
  • Work closely with the CG supervisor, CG Asset Lead, Art Directors and Texture artists to achieve the artistic style and level required
  • Solve demanding shot problems independently

Requirements

  • Expert user in Katana, Maya, Houdini or equivalent DCC packages
  • Expert knowledge of rendering technologies such as Renderman, Arnold, V-Ray or similar
  • Possess and understanding of the techniques of digital cinematic lighting with regards to story, mood, character, framing, colour, light and shadow
  • Understand the principals of physically plausible lighting, shading and lensing in the production of high-fidelity photorealistic imagery for VFX production
  • Familiarity and understanding of complex VFX production workflows and pipeline environments including Linux
  • An aptitude for complex problem solving in a fast-paced production environment
  • Excellent written and verbal communication skills
  • 3-5+ years production experience in feature films, episodic series or equivalent
  • Must be based in / or able to relocate to be onsite in Melbourne Australia

Nice to have

  • Experience with scripting and programming in Python, Lua and/or C/C++ preferred
  • Experience working in adjacent skill domains such as Shading, FX, Compositing and Environment Layout
  • Experience working with highly complex scenes which include natural effects simulations such as water, fire, destruction and crowd
  • Experience constructing physically-based shading networks in particular materialX

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