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William Schilthuis

Lead Lighting Artist

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  • DOOM: The Dark Ages Revelations

    DOOM: The Dark Ages Revelations

    2026-07-14
    in Games
    Tags: Doom, idTech, Lighting, Realtime

    DOOM: The Dark Ages Revelations released on July 7th 2026.

  • DOOM: The Dark Ages

    DOOM: The Dark Ages

    2025-06-30
    in Games
    Tags: Doom, idTech, Lighting, Realtime

    DOOM: The Dark Ages released on May 14, 2025.

  • DOOM: The Dark Ages – Sentinel Command Station

    DOOM: The Dark Ages – Sentinel Command Station

    2025-06-30
    in Games
    Tags: Doom, idTech, Lighting, Realtime

    Lighting for Sentinel Command Station

  • DOOM: The Dark Ages – Sentinel Barracks

    DOOM: The Dark Ages – Sentinel Barracks

    2025-06-30
    in Games
    Tags: Doom, idTech, Lighting

    The Sentinel Barracks was one of the earliest maps in development on DOOM: The Dark Ages

  • DOOM: The Dark Ages (Trailer)

    DOOM: The Dark Ages (Trailer)

    2024-08-19
    in Games, News
    Tags: Doom, idTech, Lighting, Realtime

    I’m proud to showcase the official announcement trailer for DOOM: The Dark Ages. I was involved in many aspects across gameplay, cinematics, level lighting, and reviews. Amazing work by an incredible team.

  • Star Wars Jedi: Survivor

    Star Wars Jedi: Survivor

    2023-04-28
    in Games
    Tags: Lighting, Realtime, Unreal Engine

    Star Wars Jedi Survivor released on April 28th, 2023

  • Star Wars Jedi: Fallen Order

    Star Wars Jedi: Fallen Order

    2020-02-01
    in Games
    Tags: Lighting, Unreal Engine

    Star Wars Jedi Survivor released on April 28th, 2023. Preview gallery with links to full work gallery

  • Jedi Fallen Order – Kashyyyk – Shadowlands

    Jedi Fallen Order – Kashyyyk – Shadowlands

    2020-02-01
    in Games
    Tags: Lighting, Unreal Engine

    Lighting development on Kashyyyk Shadowlands

  • Jedi Fallen Order – Zeffo – Crashed Venator

    Jedi Fallen Order – Zeffo – Crashed Venator

    2020-02-01
    in Games
    Tags: Lighting, Unreal Engine

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members. During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures. Timelapse Gallery

  • Jedi Fallen Order – Zeffo – Tomb of Miktrull (Pull Temple)

    Jedi Fallen Order – Zeffo – Tomb of Miktrull (Pull Temple)

    2020-02-01
    in Games
    Tags: Lighting, Unreal Engine

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members. During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

  • Jedi Fallen Order – Bracca – Cargo Train

    Jedi Fallen Order – Bracca – Cargo Train

    2020-02-01
    in Games
    Tags: Lighting, Unreal Engine

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members. During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

  • Jedi Fallen Order – Bracca – Passenger Train

    Jedi Fallen Order – Bracca – Passenger Train

    2020-02-01
    in Games
    Tags: Lighting, Unreal Engine

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members. During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

  • Jedi Fallen Order – Bracca – Shipbreaking Yard

    Jedi Fallen Order – Bracca – Shipbreaking Yard

    2020-02-01
    in Games
    Tags: Lighting, Unreal Engine

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members. During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

  • Nodevember 2019 #02 – Clouds

    Nodevember 2019 #02 – Clouds

    2019-11-29
    in Side Projects
    Tags: Blender, Nodevember

    https://nodevember.io Made a simple procedural cloud today.  It has a few components. Works well for cumulus clouds, but it’d be fun to make other cloud types as well.

  • Star Wars: Jedi Fallen Order – E3 Trailer

    Star Wars: Jedi Fallen Order – E3 Trailer

    2019-06-12
    in Games, News
    Tags: Lighting, Realtime, Reel, Reel (Games), Unreal Engine

    News I’ve been working on various site updates: ssl/https everywhere, new theme that works better on mobile devices, and improving old posts with galleries and simpler categories. Trailer There’s a new trailer out! A few shots I’ve worked on, also tons of less visible work like setting up look development testbeds, exposure standards, blueprints, helping other artists. There’s been a ton of great people working on this getting a huge amount done in very little time, I can’t wait for the game to be finished.

  • Unreal Retro-Reflective Shading Model

    Unreal Retro-Reflective Shading Model

    2019-05-12
    in Tools
    Tags: C++, Realtime, Retroreflectivity, Shading, Unreal Engine

    Weekend project: added a new shading model that includes a retroreflective component.

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William Schilthuis

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