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19 часов назад

Senior Technical Lighting Artist (Unreal Engine)

Формат работы
remote (только Poland)
Тип работы
fulltime
Грейд
senior
Английский
b2
Страна
Poland
Вакансия из списка Hirify.GlobalВакансия из Hirify Global, списка международных tech-компаний
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Описание вакансии

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TL;DR

Senior Technical Lighting Artist (Unreal Engine): Create, polish, and troubleshoot advanced real-time lighting systems for production environments with an accent on core Unreal Engine components like Time of Day, Lumen, Nanite, and atmospheric effects. Focus on diagnosing rendering issues, balancing exposure/shadows/fog, and collaborating with Tech Art and Engineering to resolve technical challenges in large-scale levels.

Fully Remote (Poznań, Poland, Europe)

Company

Co-development studio working on technically demanding Unreal Engine projects with client-side Art, Lighting, Tech Art, and Engineering teams.

What you will do

  • Create, polish, and troubleshoot lighting setups directly in Unreal Engine, including Time of Day systems.
  • Adjust and balance Directional Light, Skylight, Sky Atmosphere, Exponential Height Fog, Post Process Volumes, and exposure settings.
  • Use Sequencer for lighting control, Day Sequence Volumes, and Time of Day parameters.
  • Diagnose issues in rendering, shadows, fog, atmosphere, performance, Lumen, Virtual Shadow Maps, Nanite, and LODs.
  • Navigate Blueprints, World Partition, Data Layers, levels, and sublevels to identify problem sources.
  • Collaborate closely with Art Directors, Lighting Artists, Technical Artists, and Engineers to solve production issues.

Requirements

  • Strong portfolio or reel showing real-time lighting work in Unreal Engine.
  • Professional experience as Lighting Artist, Technical Lighting Artist, Technical Artist, or Environment Artist with lighting focus.
  • Deep understanding of Unreal Engine lighting workflows, rendering fundamentals, and Time of Day systems.
  • Knowledge of how direct light, skylight, fog, atmosphere, exposure, post process, and shadows interact.
  • Practical experience with Lumen, Virtual Shadow Maps, Nanite, LODs, draw distances, light complexity, and platform limits.
  • Clear written English and comfort working in a fully remote, client-facing co-development model.

Nice to have

  • Experience with dynamic Time of Day systems.
  • Work on large open-world or semi-open-world Unreal Engine projects.
  • Profiling or debugging lighting and rendering performance.
  • Strong cinematic and gameplay lighting sense.
  • Console or performance-constrained platform experience.
  • Basic Blueprint scripting knowledge.

Culture & Benefits

  • Fully remote work with flexible contract options: B2B or employment.
  • Collaborative, production-focused environment with close client team interaction.
  • Direct impact on lighting quality, readability, and rendering consistency.
  • Opportunity to tackle technically demanding lighting challenges.
  • Annual team retreat for alignment, learning, and bonding.

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