Download Resume PDF – HERE
William Schilthuis
Lighting Artist
www.williamgs.com
williamgs@gmail.com
EXPERIENCE
id Software, Richardson, TX
Lead Lighting Artist | June 2021 – Present
- Doom: The Dark Ages
- Work directly with director(s) of game, rendering, tools, art, etc
- Manage a team of 4-5 including in-office and remote
- Regularly review game and cinematic content
Respawn Entertainment, Chatsworth, CA
Lead Lighting Artist | April 2020 – May 2021
- Star Wars Jedi: Survivor
- Recruited and trained two new hires
- Planned story based lighting progression
- Blueprint development
Senior Lighting Artist | May 2018 – April 2020
- Star Wars Jedi: Fallen Order
- Established look development test beds, photometric exposure standards, and documentation
- Worked directly with code to develop features
- Training and support for in house and outsource lighters
- Lighting on various planets and districts
- Bracca: Work site, Trains
- Zeffo: Crashed Venator, Tomb of Miktrull, additional bits
- Kashyyyk: Assisted E3 cinematic lighting, additional bits
High Moon Studios, Carlsbad, CA
Lighting Artist | July 2015 – May 2018
- Destiny 2: Forsaken
- Environment lighting primarily on various Tangled Shore exteriors
- The Cobble, Sorik’s Cut, The Boil, Salvage Zone QX
- Environment lighting primarily on various Tangled Shore exteriors
- Call of Duty: Infinite Warfare
- Lighting for Operation: Burn Water (refinery on Titan)
- Destiny 2
- Environment lighting on various areas of IO destination
Ready At Dawn, Irvine, CA
Lighting Artist | February 2014 – June 2015
- The Order: 1886
- Environment lighting for Mayfair and Tesla’s Lab
- Various cinematic lighting
Moving Picture Company, Santa Monica, CA
Lighting Artist | September 2011 – February 2014
- Performed various roles including:
- On-set CG supervision, HDRI acquisition
- Look-development, lighting, rough compositing
- Workflow and pipeline tools (python, MEL)
- Completed 31 jobs in 2½ years, including:
- Ads for Acura, Chevy, Honda, Kia, Lexus, Mercedes, Nissan
- Dust 514: Vicious Cycle
- Nike: Game On World
Pendulum Studios, San Diego, CA
Shading & Lighting Artist | June 2010 – December 2010
- Red Faction: Armageddon
- Materials, lighting, and MEL tools for pre-rendered cinematics
SCAD School of Film and Digital Media, Savannah, GA
Systems Support | January 2009 – March 2011
- Support for Linux and Windows systems
SKILLS
Soft Skills
- Strong technical knowledge
- Shader programming, scripting, blueprints, photometric lighting
- Familiar with current technical papers and rendering techniques
- Visual
- Understanding of color, composition, contrast in 3D environments
Tools
- Unreal Engine, Maya, 3ds Max, Houdini, Nuke, Blender
- V-Ray, Arnold, Renderman, Mental Ray, Mantra
- Python, MEL, Linux (bash)
EDUCATION
Savannah College of Art & Design, Savannah, GA
BFA Visual Effects | 2011
Minor in Technical Direction