Lighting Art

Lighting a game scene: mood, readability and depth, within the performance budget of a renderer running in real time.

Lighting decides what a player looks at first. The work covers key and fill, bounce and ambient occlusion, colour temperature and exposure, and the volumetrics and fog that give a space depth. In Unreal Engine 5 this means Lumen and the choice between dynamic lighting and baked solutions; older and custom engines bring lightmaps, probes and their UV requirements with them.

Postings expect technical judgement alongside the artistic one: light counts and shadow cascades cost frames, and a scene that looks right on a workstation can halve the frame rate on a console. Working with environment art, VFX and technical art is constant, because a material reads differently under every light setup.

Environment Art builds the space, VFX adds what moves in it, Tech Art provides shaders and tools. This skill is about the light that makes all three legible.

Where these positions are: Frankfurt (1 position), Munich (1 position)

Open positions for Lighting Art (2)

Lead VFX Artist (f/m/x)

Deck13 Interactive GmbH, Frankfurt am Main (DE)
VFX Artist 40h/week full remote
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