Posted 3mo ago

Senior Lighting Artist

@ MachineGames
Uppsala, Uppsala län, Sweden
OnsiteFull Time
Responsibilities:Light spaces, Create visuals, Control lighting
Requirements Summary:Senior Lighting Artist responsible for lighting design for gameplay spaces, collaboration with art/design/tech teams, and delivering high visual quality.
Technical Tools Mentioned:Maya, 3ds Max, Blender, Unreal Engine, Unity, Proprietary game engines
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Job Description
Overview

MachineGames is looking for a Senior Lighting Artist to join our team! 

In this role, you’ll collaborate closely with art, design, and tech teams to craft lighting that elevates gameplay and storytelling, while pushing visual quality to the next level. If you have a strong artistic eye and a passion for real-time lighting, we’d love to hear from you.

 

MachineGames Sweden AB is a game developer based in Uppsala, Sweden (a small and vibrant city 40 minutes north of Stockholm with a historical heritage reaching back to pre-medieval times) 

 

Founded in 2010, MachineGames consists of seasoned, passionate and talented developers recognized for unique creative vision and ability to fuse intense first-person gameplay with immersive narratives, all within beautifully detailed worlds. The studio is best known for developing games in the Wolfenstein-series and, most recently, the development of the critically acclaimed Indiana Jones and the Great Circle.

In this position you will be working in a tight-knit department under the supervision of our creative leadership and you will collaborate in cross-functional teams on a daily basis. 

 

Our studio is located in central Uppsala, Sweden which is a small and vibrant city 40 minutes north of Stockholm with a historical heritage reaching back to pre-medieval times.  

 

Our studio has a legacy of being down to earth and free from big egos, our everyday work as well as our long-term goals are driven by our values: 

 

- We value Team performance over individual performance  
- We practice an open door policy  
- We deliver what we promise  
- We give constructive and actionable feedback  
- We practice ownership and accountability  
- We learn from our mistakes. 

 

This is a permanent onsite position, with the possibility to work in a hybrid setting, at either our HQ in Uppsala or in our satellite office in Sundsvall, Sweden starting as soon as possible. We will support your relocation and/or application for work permit if you are not an EU citizen and/or are not currently residing in Sweden.


Responsibilities

  • Light gameplay spaces and cutscenes for both linear and open ended sandbox maps.
  • Use our proprietary engines built in lighting tools, along with third party software to produce visually stunning final results. Including post processing work and color grading.
  • Place and control lighting environment effects via volumes and probes, such as volumetrics, light shafts, fog, environment and reflection probes.
  • Implement both static and dynamic lighting setups where appropriate.
  • Work with the Art Director and Lead Artists to maintain the artistic style & mood, keeping it consistent with our defined visual target for the game.
  • Communicate with the environment team concerning lighting needs and direction.
  • Support leadership and principal artists with the tech team in pushing tools development and workflow.
  • Contribute to the documentation of lighting guidelines and implementation techniques.
  • Research and prototype competing and future lighting solutions.
  • Be comfortable with different type of styles and themes of lighting, day / nighttime, high contrast or working with a muted palette

Qualifications

  • Have excellent understanding of lighting theory, color space, exposure, and physically based natural light
  • Have insight into cinematography and dramaturgy, scene blocking and lighting to set different moods.
  • Have experience with 3D graphics programs and game engines (Maya/3ds Max, Blender, Unreal, Unity).
  • Have a thorough knowledge of lighting pipelines and techniques, such as baked lightmaps vs. real time global illumination, PBR & HDR lighting.
  • Can balance visual quality against performance requirements and production schedules.
  • Have a keen eye for artistically and well balanced picture
  • Take full ownership of game levels and take them from start to finish.
  • Be passionate about Games!