Job Overview
Job description
- Location:
- Canada
- Work arrangement:
- Remote
Role Summary
Maintain artistic direction and quality
Collaborate with managers and other lighting artists to create high-quality lighting schemes, in accordance with the universe and artistic direction of the project.
Lighting scenes or levels from reference photos and/or concept art documents.
Help make the narrative stand out by using color, light and mood effectively.
Production/Deadlines
Carry out the lighting of scenes, levels or cinematic sequences while respecting both creative and technical constraints, while respecting set deadlines.
Feedback
Participate in evaluations, adapt and implement feedback from managers and peers in a professional manner.
- Collaboration/Communication
- Participate in R&D initiatives, to explore new techniques and put into practice improvements to pipelines and work procedures
- Collaborate with developers from different disciplines and ensure their work is integrated into production
- Other artistic specificities
Ensure a balance between visual quality and game performance requirements.
Review and test your work in the editor and in-game.
Maintain artistic direction and quality
Work with the Leads and other Lighting Artists to create high-quality lighting schemes in keeping with the project's universe and visual direction.
Lighting of scenes or levels based on reference photographs and/or concept art materials.
Help to drive the narrative storytelling through effective use of color, light and mood.
Production/Deadline
Lighting scenes / levels or cinematics to both a creative and technical brief under set deadlines.
Feedback
Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.
Collaboration/Communication
Participate in R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
Work with developers in multiple disciplines and ensure that work gets integrated into the build.
Other artistic specificity
Maintain a balance between visual quality and performance requirements for the game.
Review and playtest your work in the editor and in-game.
3 years or more in AAA game development for consoles/PC, including 1 year in unreal engine
A robust portfolio showcasing examples of global and local lighting achievements.
Artistically interpret concepts or push creativity beyond the initial idea.
A good understanding of traditional artistic skills as well as fundamental design skills (form, texture, value and color).
In-depth knowledge of physics-based rendering processes.
Good understanding of the performance limitations and possibilities of the current generation of consoles.
Ability to create all content needed for lighting, including but not limited to textures, IES light profiles, HDR maps, materials, programs, etc.
Other artistic specificities
Mastery of basic photography concepts, such as luminance index, shutter speed, ISO, composition, etc.
Adaptive (-ive).
Ability to receive and act on feedback
Willingness to learn and adapt to new styles, techniques and workflows.
Ability to collaborate with department managers and different departments to resolve artistic and technical problems.
Excellent oral and written communication skills in English
Requirements
- You may have
- Diploma in an artistic field
- Photography.
Good command of Unreal Engine
- Working knowledge of rendering engines such as Renderman, V-Ray or Arnold.
- Presentation of images illustrating the different stages or progress of completed lighting work.
- 3+ years in AAA console/PC game development including 1 year in unreal engine
- Strong portfolio showing examples of world and local lighting work.
- Artistically interpret concepts or creatively push beyond an initial idea.
- A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
- In depth knowledge of Physically Based Rendering workflows.
- Good understanding of performance limitations and possibilities of current console generation.
- Ability to create all content needed for lighting including but not limited to textures, IES profiles, HDR maps, materials, scripts, etc.
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Our creative teams are currently working on several exciting titles: Gears of War: E-Day developed in collaboration with Microsoft; Project Echo for KRAFTON; and Lost Rift, an original IP we are developing in-house under our self-publishing model. We are also exploring new platforms and experiences with VR and other unannounced projects.
- With over 20 years of experience, PCF continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide.
- If you join us on this journey, you’ll have the chance to perfect your craft, expand your knowledge, and work alongside industry leaders to create unique, unforgettable experiences for gamers everywhere.
- Role:
- Lighting Artist - Remote
- Job Type:
- Full Time
Company profile
People Can Fly
peoplecanfly.comPeople Can Fly, the trading name of PCF Group S.A., is a Polish video game developer and Unreal Engine studio that creates action video games. Its first game was Painkiller, and Epic Games acquired a majority share in the studio in August 2007. Recent projects include Lost Rift, a cooperative first-person survival shooter in Steam Early Access, a roguelite mode for PUBG: Battlegrounds made with PUBG Studios, and a Bulletstorm VR update.
- Headquarters
- Warsaw, Poland
- Founded
- 2002
- Founders
- Adrian Chmielarz, Michał Kosieradzki, Andrzej Poznański
- Funding Stage
- Subsidiary