Senior Technical Lighting Artist
10 days ago
That’s No Moon is an independent AAA game development studio established in 2021 by veterans of some of the most recognizable and critically acclaimed creative teams in the world, including Naughty Dog, Infinity Ward, Santa Monica Studio, Bungie, PlayStation, and more. A remote-friendly studio with a central office and performance capture stage located in Los Angeles, That’s No Moon is creating the next generation of narrative-driven, genre-defining experiences built upon a culture of creativity, collaboration, responsible production practices, and individual empowerment. We are assembling a diverse team of passionate developers of a wide range of experience levels and backgrounds to help shape the future of our studio and projects.
We are seeking a highly skilled Senior Technical Lighting Artist who will help make our development process more creator-centric by serving as a link between engineers and game creators. Your passion and expertise with the technical challenges of lighting will push the boundaries of the newest tools and workflows for in-game and cinematic AAA content. You will join a team of passionate, driven creatives striving to set the visual bar for lighting and push the industry to new heights of realism, gameplay, and storytelling!
- · Creates lighting setups, tools, shaders, and workflows as needed to increase the lighting team’s efficiency and work quality.
- · Collaborate directly with the engineering team to improve the usability of content workflows and help steer the design of new features
- · Educate artists on the theory behind PBR, best practices of tools, rendering and materials
- · Monitor and optimize game rendering performance and memory usage and help development of tools to aid in this process
- · Create example maps for testing, educational and corrective purposes
- · Find and report rendering issues including bug submission, tracking status, monitoring pending integrations
- · Contribute to the development of lighting tools and processes that help achieve a product’s visual style and encourage artistic technical evolution within the studio
- · Point of contact when issues arise to allow for overall view of state of the lighting pipeline and offer a focused and timely response.
- · Keeps aware of industry trends and technical techniques, evaluates competitive products, and determines areas we can improve or innovate, communicates innovations in a convincing way, and collaborates with the leadership team to develop plans for implementation.
- · Serves as a technical resource for all phases of production and other studio art needs. This includes, but is not limited to conducting general research, developing cutting-edge tools and techniques, and testing new systems or tools. Providing training, transmitting industry related information, and conveying concerns in a constructive way by providing solutions to those concerns.
Requirements & Skills:
- · 5+ yrs of experience working as Technical Lighting Artist on PC or console hardware
- · Experience working on at least 2+ released games.
- · In depth knowledge of real time Physically Based Rendering theory and material authoring
- · Skills to communicate shading and rendering features to the art and engineering teams
- · Ability to translate requests into usable tools
- · Expertise in game engine lighting solutions for both game play and cinematic systems.
- · Curious in personality and ability to demonstrate pragmatic problem-solving skills
- · Experience with a variety of programming and scripting languages including python and C++
- · Understanding of lighting performance, tuning and memory budgets.
- · Strong data management skills, with the ability to manage and track large amounts of data as they go through the art pipeline with attention to naming conventions, directory structures, and other processes.
- · (Bonus) Experience with Unreal Blueprints and Sequencer.
- · (Bonus) Basic knowledge of physical photography and how aperture, shutter speed, and focal length work together
- · (Bonus) Experience adapting ideas from published papers into rendering and shading features
- · (Bonus) Unreal 5 Engine experience
- · Self-motivated and able to work well in a multi-discipline team environment, team-player
- · Open to feedback but also possess an excellent capacity to solve creative and technical problems and present a compelling vision
- · Experience teaching or training others in the skills of real-time lighting
- · Love of learning, experimenting with new ideas and discovering ways to improve production workflows
- · You love a good challenge and aren't afraid to address technical issues you don't know how to solve.
Create Your Profile — Game companies can contact you with their relevant job openings.
That's No Moon is an equal opportunity employer and all qualified applicants will receive consideration for employment without regard to race, ancestry, color, citizenship, religion, sex, sexual orientation, gender identity or expression, marital status, pregnancy, age, national origin, disability status, legally protected physical or mental disability, genetic information, protected veteran status, or any other characteristic protected by law.