Lighting artist with over 20+ years of experience in AAA game development, blending artistic vision with deep technical expertise. Proven leader in building and managing lighting teams, developing PBR-compliant workflows, and delivering visually compelling, performant environments across multiple game engines including Unreal Engine 5, Frostbite, and proprietary tech (Firebird/Lithtech). Adept at cross-disciplinary collaboration, driving innovation in real-time lighting, and mentoring teams to achieve high visual standards. Passionate about pushing the boundaries of lighting to enhance storytelling, gameplay, and immersion.
Polished lighting vision for multiple levels across Battlefield: SP, MP and Redsec /BR. Balancing high visual fidelity with performance optimization in the Frostbite engine. Collaborated across departments—environment, design, VFX, cinematics, engineering, and tech art—to deliver immersive, story-driven lighting from blockout to final polish.
Led the lighting and materials team to establish PBR-compliant workflows in Unreal Engine 5. Defined global lighting systems, including sky creation, atmosphere, Lumen-based lighting, exposure, and HDR/SDR pipelines. Collaborated with art and engineering leadership to set a high visual bar and ensure cross-discipline alignment. Developed editor tools and processes to support scalable, production-ready lighting environments.
Owned the lighting vision for multiple levels, balancing high visual fidelity with performance optimization in the Frostbite engine. Collaborated across departments—environment, design, VFX, cinematics, engineering, and tech art—to deliver immersive, story-driven lighting from blockout to final polish.
Led the lighting team for open-world titles using Monolith’s proprietary Firebird engine. Defined lighting pipelines and visual standards across dynamic and baked lighting systems. Partnered with Art Direction, Graphics, and Engineering to deliver seamless lighting across complex environments, cinematics, and gameplay scenarios.
Involved in the look and feel of the game, which consisted of modeling architecture structures, military and commercial vehicles, concept models, environmental and organic objects.