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Open nowPosted today

Lighting Artist

MyCareersFuture97,045 open roles

Pay
SGD 8,000 – SGD 16,000 a month
Where
Central, Singapore
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Your applicationOpen nowLighting ArtistMyCareersFuture · Central, Singapore
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Early applications get read.

8.1% of postings close within 7 days. Measured by our own scanner across the market. MyCareersFuture postings stay open a median of 3 days.

Share of postings closed within
  1. 1.7%1 day
  2. 3.6%3 days
  3. 8.1%7 days
  4. 15.0%14 days
  5. 34.0%30 days
This job: posted today

MyCareersFuture median: 3 days open

The posting

We’re looking for a highly experienced Lighting Designer to take ownership of lighting quality across our mobile game environments, including SLG main cities, combat scenes, and building and vehicle skins. This role combines hands-on production with visual direction, technical problem-solving, and guidance for other artists.

Responsibilities

  • Establish lighting and atmosphere targets for assigned environments, translating the project’s art direction into achievable production results.
  • Lead the visual refinement of main-city scenes, including lighting, materials, textures, and ground surfaces, through final render approval.
  • Define consistent rendering and compositing approaches for individual buildings and vegetation, ensuring the assembled Unity scene matches the approved visual target.
  • Develop and evaluate AI-assisted combat environment concepts in collaboration with game designers and concept artists.
  • Guide scene composition and dressing in Unity, balancing visual quality with gameplay readability.
  • Own complex lighting and rendering work in Cinema 4D and offline renderers such as Octane.
  • Oversee lightmap baking and Unity integration, resolving issues affecting shading, visual consistency, and final presentation.
  • Develop lighting and material approaches for building and vehicle skins that achieve strong visual results within mobile performance constraints.
  • Identify workflow bottlenecks and collaborate with technical artists and tool developers to improve rendering, baking, and asset transfer processes.
  • Review lighting work, provide actionable feedback, and support other artists in improving their craft.

Requirements

  • An outstanding portfolio demonstrating consistent lighting quality across complex environments and multiple production scenarios.
  • The ability to own lighting delivery from visual development through final in-engine implementation.
  • Advanced artistic judgment in lighting, atmosphere, composition, color, and material response.
  • Strong proficiency in Blender or 3ds Max, with production experience in Cinema 4D and offline rendering workflows.
  • Strong Unity experience and a practical understanding of how baked lighting and materials behave in the final game.
  • In-depth knowledge of lightmap baking, with the ability to diagnose artifacts and visual mismatches across rendering and engine workflows.
  • Strong material and texture refinement skills, including material blending and shader tuning.
  • The ability to evaluate visual trade-offs and maintain quality within mobile production and performance constraints.
  • Proficiency with AI-assisted tools and sound judgment in selecting and refining their output.
  • Experience reviewing artwork, mentoring artists, or establishing visual quality standards.
  • Strong communication skills and the ability to resolve cross-disciplinary production challenges.

Nice to Have

  • Experience owning lighting quality for a shipped mobile or SLG project.
  • Experience with Unreal Engine lighting and environment workflows.
  • Experience improving proprietary rendering or baking pipelines in collaboration with technical teams.
  • Experience maintaining visual consistency across pre-rendered 2D assets and 3D environments.

Application

Please submit your resume and portfolio. Include examples that demonstrate your lighting decisions, final production results, and individual contribution. Breakdowns showing the progression from initial scene to approved render and in-engine implementation are especially welcome.

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