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Pricnipal Lighting Artist

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Our game studio, Saber Interactive, was founded in 2001 and has since grown into one of the world's leading video game developers, with offices across the globe.

Even if you are not deeply familiar with the gaming industry, you have likely heard of our projects: Space Marine 2, Jurassic Park: Survival, World War Z, SnowRunner, Quake Champions, and the Halo series.

We are looking for a Principal Lighting Artist to be responsible for creating and configuring lighting systems.

Responsibilities

  • Environment Lighting: Light realistic interiors and exteriors in UE5. Set the mood, atmosphere, and visual target based on the art direction. 
  • Sky & Atmosphere: Compose the sky canvas. Artistically arrange clouds and atmospheric effects to support the environment's mood.
  • Gameplay Readability: Keep the visual hierarchy clear. Guide the player naturally using lighting, shadows, and contrast.
  • Gameplay & NPC Dialogues: Ensure characters read clearly against the environment and retain their volume (no flat lighting). Apply and tweak lighting presets for in-game dialogues and quests, keeping close-ups cinematic without sacrificing production efficiency. 
  • Material & Character Fidelity: Make sure lighting supports—not breaks—character shading. Ensure PBR materials (skin, hair, eyes) react correctly in any environment. Avoid crushed shadows and a "plastic" specular look. 
  • Post-Process & Color Grading: Own the final image. Setup Post Process Volumes, exposure, and color grading for a polished, cinematic look.
  • Optimization: Profile and optimize lighting for stable framerates.
  • Location Ownership: Take full ownership of your levels. Cross-collaborate with Tech Art, Environment Art, and Level Design to solve any visual or technical issues

Requirements

  • Experience: Proven track record as a Senior Lighting Artist at least on one shipped AAA project with a strong showreel (environment & character lighting).
  • UE5 Expertise: Confident with UE5 lighting systems.
  • Art Fundamentals: Strong grasp of color theory, composition (including sky/cloud framing), exposure, and cinematic lighting techniques.
  • PBR Knowledge: You know exactly how light interacts with complex materials 
  • Efficiency: You can balance art and systems — efficiently applying presets to mass content while hand-polishing hero shots.
  • Independence: You can take a level from blockout to final release and clearly articulate your visual choices.
  • Tech Skills: Basic Blueprint editing (no tool-writing expected).
  • Language: English B1 (enough for daily tasks, feedback, and professional vocabulary).
  • Location: The position is fully remote; however, the candidate must be located in a time zone within ±1 hour of CET (Central European Time).

  • Portfolio

    • 2–4 lighting-focused scenes (at least one interior and one exterior). Would be perfect if the scene has a transition between interior and exterior (second screenshot).
    • At least one piece with character lighting studies, showing face readability and believable material response.​ Also would be nice if there is a scene with a character in the environment.
    • Nice to have: A few lines per piece: goal/mood, key references, and what you adjusted (lighting/exposure/post) and why, making of/breakdown.​

Conditions

  • Engaging work at a major international company, contributing to the creation of globally recognized video games.
  • Opportunities for professional growth and skill development.
  • Flexible working hours.
  • 100% paid sick leave.
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