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Stockholm Stockholms lan SE 104 60 Sweden
4 months ago
DICE (EA Digital Illusions Creative Entertainment), the award-winning studio based in Stockholm, Sweden, is best known for creating the phenomenally successful Battlefield franchise, the Battlefront franchise, and the innovative game Mirror’s Edge.
We work through our 4 guiding values: Passion with Purpose, Creative Innovation, Everything Quality, and One Community. We recognise that our people are the backbone and driving force to our creative products. As such, we are dedicated in providing everyone the ability to express, learn, and be their very best with a common cause.
A lighter at DICE is a big part of executing the moods and emotions of our environments. The role involves many aspects of the perceived look of the game world and is not limited to adjusting a sun or a lamp. A lighter is expected to work with effects artists and tweak materials to make them fit in and enhance the lighting. Optical effects, post processing and color grading is also part of the job. The lighters are often crucial for the Art Director to be able to implement the intended look of the game.
- Strong artistic qualities, excellent at interpreting reference and concept art.
- Solid appreciation and understanding of how light works in real life and in photography. Has a strong sense for realism and believability.
- Good understanding of narrative techniques, including cinematography, blocking and composition.
- Knows how to lead the player. Excellent at using exposure and colors to evoke different emotions and player reactions.
- Broad understanding of the technical aspects of the rendering engine. Must be able to implement lighting designs with efficiency and be mindful of performance constraints.
- Excellent collaboration and communication skills.
- Answers to a Lead Lighting Artist, or the Art Director as the day-2-day manager.
- Implement both exterior natural light and artificial lights. Including setting up all technical requirements for each level, such as light probes and indirect lighting.
- Create the skydome texture, clouds and atmosphere.
- Adjust post processes, bloom, reflections, ambient occlusion and color grading.
- Review and feedback on 3D content in the level, to make sure it works as intended.
- Check and optimize the performance aspects incurred by the lighting.
- Actively seek out feedback on their own work.
- Be structured; estimate work, update plans, submit good data into the branch.
- Gather reference and establish a goal for the light setting. Work with the Art Director to get it approved.
- Placing light sources and control volumes for reflections and exposure.
- Adjusting values and settings for a large number of attributes and entities in a level.
- Implement and fine tune the color grading.
- Cinematic work also involves adjusting focus and DOF settings for each shot.
- Collaborate and discuss work with colleagues.
- Participate in playtests and feedback on the experience.