Lighting Artist | Unreal Engine | Unity | Lumen | Nanite | Lighting Bot Mentor
I create lighting that tells stories. With 15+ years in the game industry, I've led real-time and cinematic lighting on projects for Gunzilla Games, Ubisoft, and Mad Head Games. I specialize in Lumen, Nanite, physically-based rendering, and cross-discipline team workflows.
I’m also the founder of Lighting Bot, a global community and mentorship platform dedicated to the craft of game lighting.
Tools: Unreal Engine 5, Unity 6, Lightmass, Maya, Photoshop, DaVinci Resolve
Focus: FPS Optimization • Cinematic Mood • Gameplay Readability • Color Grading • Environment Storytelling
Available for consulting, mentoring, and senior lighting roles. Let’s build something visually unforgettable.
Mayhem Studios is an India-based game developer focused on creating high-quality mobile titles for a global audience. Right now, the team is working on Gang Wars, an ambitious battle royale experience set in a gritty urban world, blending competitive gameplay with a unique art and narrative style. I’m thrilled to be joining as Principal Lighting Artist to help bring this world to life—making sure every street corner, neon sign, and dramatic showdown feels immersive and cinematic.
• Short term contract to aid the company and projects on lighting for games and cinematic.
• Using my specialty for start-up, growing or studios needing to build a proper lighting workflow among the teams.
• Collaborate with award-winning video game developer Mad Head Games under Saber Interactive to enhance lighting workflow for current and future games.
• Conduct audits on company pipeline to optimize lighting processes and improve overall efficiency.
• Implement innovative lighting solutions to enhance visual quality and user experience for their video games.
Building a lighting team up to 10-12 people.
Defining lighting pipeline for Lumens
Defining best practices nanite and 3d modeling to avoid poor lighting.
Defining best practices for PBR for materials to avoid poor lighting
Managing and discussing expectations with Directors and CEO
Building both cinematic and game lighting team
Training other Lighting Lead
Establishing interior and exterior open world lighting for battleroyale game.
Owning and lighting specific locations
Dealing with multiple lighting locations and scenarios outside of the main game.
Establishing requirements for tools and systems that engineering and tech art can develop
Supporting other departments such as VFX, Tech Art, and 3D.
Coordinating meetings, problem solving and tools development.
Delegation and team growth building.
Feedback and support.
Lighting Art Direction.
Color grading
Nanite Workflow
Lumens Workflow
Post Process workflow across the game
Optimization
And so on
I am hired to light and help the team with 50 environments in Unreal Engine for a Horror VR Escape Room type of game called OVRDARK in 7 weeks for an important milestone delivery.
Senior Lighting Artist for As Dusk Falls at Interior Night an exclusive Microsoft title.
Lighting Artist for Episodes for Ghost Recon Breakpoint
- In engine work with shaders, textures, materials, lighting, post effect for American Football game.
- In engine work with shaders, textures, materials, lighting, post effect for Procedural generated building game.
- In engine work with shaders, textures, materials, lighting, post effect, cinematic, cutscene, camera, composition, trailer, implementation of provided animation and general engine work for 1vs4 game and its trailer. And placing assets, props and level design of the environment.
- In engine work with shaders, textures, materials, lighting, post effect, sizzle reel, dynamic changing board, implementation of provided animation and vfx, creation of fountain vfx and shaders for card collection game. And placing assets onto the board.
- Helping level designer to design and improve their level for a third person game, as well as create the layout for some of the levels.
- Designing 3 car tracks for a game with 12 tracks, adding buildings, props, details, lighting and changing some textures.
For all projects include communication, feedback, iteration, troubleshooting with animators, coders, vfx and 3D artist as I am in charge of implementing everything provided into the engine and game.
I provided lighting design for Jerry and Dungeon Caretaker, both for PC and on Steam. I did everything from color palette, atmosphere and technical assistant in optimizing both light and textures.
I did everything from marketing, production, pr, funding, business plan, pitching, game design, hiring, localization, creative lead, production, finance and running the business as a whole. I provided external services to offshore, web companies and such. And I completed Idyllic for iphone and ipad.
I assisted with game design and quality assurance of Marty Zapstack for iPhone.
I was responsible for QA Management, Localization, Level Design and Game Design Improvements for 4traveler board game and Nintendo DSi title