Senior Lighting Artist / Technical Director - Expression of Interest - Ilm San Francisco

Disney Disney · Media · San Francisco, CA +1

Senior Lighting Artist / Technical Director at ILM San Francisco, focusing on developing immersive experiences for VR, AR, and location-based platforms. Responsibilities include defining and implementing lighting tools and setups, collaborating with art directors and engineers, and optimizing real-time rendering for environments, characters, and game assets. Requires strong technical understanding of real-time lighting, shaders, materials, and experience with game engines like Unreal/Unity.

What you'd actually do

  1. Work with Art Directors, VFX Supervisors, Other Department Leads to define and direct Lighting tools and setups/rigs for environments, characters and interactive game assets
  2. Work with Render Engineers to define and test the needed lighting toolset for the given project
  3. Support the development of the project pipeline to the delivery platform which may include lightbaking and pre-rendered elements
  4. Deep knowledge of lightmap baking, dynamic lighting tools, image based specular lighting, indirect light probes, post-process volumes and real-time rendering and raytracing
  5. Partner 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

Skills

Required

  • 5+ years experience as a lighting TD/artist - in 3D game development or animation/vfx film studio
  • Strong aesthetic sense for lighting and color theory
  • Strong technical understanding of current real time lighting tool sets including atmospheric effects, post processing, color grading and HDR IBL workflows
  • Team player who can take direction and know what looks good and why
  • Experience with Unreal/Unity or equivalent real time platform: dynamic and baked lighting workflows: physically-based rendering and basic level blueprint scripting
  • Shaders: in-depth knowledge of real-time shader implementations,PBR pipelines, subsurface shaders, and limitations of shaders in VR
  • 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
  • Passion for playing and making games, experience or interest in VR and AR VFX production / pipeline experience
  • Proficient with profiling tools in the examination & diagnosis of 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

What the JD emphasized

  • portfolio / reel submission - including a detailed breakdown of your work in each section - is required with all applications