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People Can Fly Studio logo

Senior External Development Lighting Artist

Canada
Senior Level
Full-Time

Top Benefits

Health Insurance
Dental Coverage
RRSP Matching

About the role

People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe. Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand on our expertise and push the boundaries of what’s possible in game development. Our creative teams are currently working on several exciting titles: Gears of War: E-Day developed in collaboration with Microsoft; Project Echo for KRAFTON; and Lost Rift, an original IP we are developing in-house under our self-publishing model. We are also exploring new platforms and experiences with VR and other unannounced projects. With over 20 years of experience, PCF continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide. If you join us on this journey, you’ll have the chance to perfect your craft, expand your knowledge, and work alongside industry leaders to create unique, unforgettable experiences for gamers everywhere.

Job Description

Establish external partner workflows by authoring comprehensive documentation and technical benchmarks to clearly define the project's lighting standards. Deliver targeted aesthetic and technical feedback across all development stages, ensuring external deliverables adhere to internal style guides and engine performance budgets. Leverage production-tracking software (e.g., Jira) to maintain clear feedback loops and verify all technical fixes before final sign-off. Maintain visual consistency across the game by auditing both internal self-authored scenes and external partner deliverables for maximum visual quality and stylistic cohesion. Create compelling lighting setups that establish mood, drive the narrative, and form a cohesive world. Collaborate with level designers to provide lighting support that enhances gameplay readability and fulfills design goals. Partner with the VFX and cinematic teams to author high-end lighting for cut-scenes and build highly atmospheric game environments. Design and implement light objects and technical assets (such as IES textures) to support scene aesthetics. Innovate new techniques for current and next-gen hardware, collaborating with tech art and engineering teams to expand the toolset and resolve complex lighting bugs. Analyze scenes for performance bottlenecks, optimizing light source

Qualifications

Demonstrated ability to manage communication pipelines across varying time zones, cultural contexts, or distributed external teams. Ability to collaborate seamlessly with artists, designers, and programmers to solve complex artistic and technical pipeline challenges. A critical eye for environment depth from a lighting point of view. Deep understanding of real-time lighting assets, including IES profiles, HDR maps, scripts, and material functions. Extensive experience with modern global illumination workflows, including both baked lightmap generation and real-time/dynamic lighting solutions. Proactive interest in industry trends and emerging engine technologies (e.g., Unreal Engine updates, advanced rendering techniques). Thorough understanding of performance limitations, memory budgets, and optimization tools for current-generation consoles. Highly self-motivated with a strong sense of ownership, accountability, and professional work ethic. Excellent verbal and written communication skills in English. Passion for games. Preferred Skills At least 5 years of video game industry experience in a related position Experience working with Unreal Engine is a plus Shipped-title experience

Additional information

Benefit package 100% paid by PCF. Insurance company reimburses 100% of claims (Up to $500 per service a year, as well as individual family coverage). Full Dental coverage, including major dental and orthodontics. 4% RRSP matching before tax deductions, 100% vested on day 1. Paid week off during Winter Holidays. 20 paid vacation days and 5 paid sick days. Free virtual health and mental wellbeing sessions included in the plan for members and their dependents. A competitive salary and performance-based annual bonuses. Personal development opportunities and ability to work in a global environment. Work in a creative team with people full of passion for what they do.

About People Can Fly Studio

Computer Games
501-1000

People Can Fly is a global video game development company operating in Poland, the UK and North America.

We are one of the leading Unreal Engine studios in the industry.

Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004).

People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now.

People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.

SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.

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