Resume

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

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
  • 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