Lighting Artist - Remote, Canada
The Lighting Artist will create high-quality lighting schemes and cinematics that align with the project's visual direction and narrative. They are responsible for balancing visual quality with technical performance requirements while collaborating across disciplines to integrate work into the build.
- Remote
- Canada
- Posted Aug 12, 2026
- 1 position
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Job summary
*We’re looking for a Lighting Artist in Canada for a fully remote role, with strong Unreal Engine skills. 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 Maintain artistic direction and quality Work with the Leads and other Lighting Artists to create high-quality lighting schemes in keeping with the project's universe and visual direction. Lighting of scenes or levels based on reference photographs and/or concept art materials. Help to drive the narrative storytelling through effective use of color, light and mood. Production/Deadline Lighting scenes/levels or cinematics to both a creative and technical brief under set deadlines. Feedback Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner. Collaboration/Communication Participate in R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows. Work with developers in multiple disciplines and ensure that work gets integrated into the build. Other artistic specificity Maintain a balance between visual quality and performance requirements for the game. Review and playtest your work in the editor and in-game. Qualifications: 3+ years in AAA console/PC game development, including 1 year in Unreal Engine Strong portfolio showcasing examples of world and local lighting work. Artistically interpret concepts or creatively push beyond an initial ideation. A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color). In depth knowledge of Physically Based Rendering workflows. Good understanding of performance limitations and possibilities of current console generation. Ability to create all content needed for lighting, including but not limited to textures, IES profiles, HDR maps, materials, scripts, etc. Other artistic specificity Understanding of basic photography concepts like EV, shutter speed, ISO, composition, etc. Adaptive. Ability to receive and implement feedback. Willingness to learn and adapt to new styles, techniques and workflows. Ability to collaborate with department leads, and different departments to solve artistic and technical challenges. Nice to have: Degree in any art field. Photography. Good Unreal Engine knowledge (or any other game engine). Working knowledge of rendering engines such as Renderman, VRAy, or Arnold. Showing breakdown or work-in-progress images of finished lighting work. Additional Information What we offer: Benefit package 100% paid by PCF. Insurance company reimburses 100% of claims (Up to $1000 per service per 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 the ability to work in a global environment. Work in a creative team with people full of passion for what they do.
What you’ll do
The Lighting Artist will create high-quality lighting schemes and cinematics that align with the project's visual direction and narrative. They are responsible for balancing visual quality with technical performance requirements while collaborating across disciplines to integrate work into the build.
Requirements
Candidates need over 3 years of AAA game development experience, including at least one year with Unreal Engine and a strong portfolio. Proficiency in PBR workflows, traditional art skills, and basic photography concepts is required.
Benefits
• Health Insurance • Dental Coverage • RRSP Matching • Paid Winter Holidays • Paid Vacation Days • Paid Sick Days • Virtual Health and Mental Wellbeing Sessions • Performance-based Annual Bonuses • Personal Development Opportunities
Listed skills
- ProductionPreferred
- TechnicalPreferred
- OrganizationPreferred
- CollaborationPreferred
- MicrosoftPreferred
- materialsPreferred
- HealthPreferred
- TeamsPreferred
- CommunicationPreferred
- DevelopmentPreferred
- Concept ArtPreferred
- RenderingPreferred
Other relevant skills
Identified from the job description. Confirm important requirements above.
- Unreal Engine
- Lighting Design
- Physically Based Rendering
- Color Theory
- PBR Workflows
- Texture Creation
- IES Profiles
- HDR Maps
- Photography Concepts
- Performance Optimization
- Cinematics
- Narrative Storytelling
Job areas
- Creative & Media
- Art & Design
- Software
- Technology
- Engineering
Additional details
- Minimum education
- Bachelor’s degree
- Minimum experience
- 2+ years
- Posting language
- English
- Working hours
- 40 hours per week
- Seniority
- Mid-Senior level
