Resume

Download Resume PDF – HERE

williamgs@gmail.com

www.williamgs.com


Experience

id Software, Richardson, TX

Lead Lighting Artist | June 2021 – Present

  • Collaboration with leads and directors
  • Creative reviews for all level lighting and cinematics
  • Assignments, scheduling, 1on1s, performance reviews
  • idTech technology development
    • Feature planning / discussions / testing / feedback
    • Model viewer & cinematic lighting tools
    • Exposure, HDR & color grading
  • Doom: The Dark Ages Revelations
    • Managed team of 3 lighters and 1 vista artist
    • Level & Cinematic lighting
      • Slayer’s Nightmare
      • Chain Spear Tutorial
      • Classic Doom maps
      • Ripatorium arena maps: Bone, Ice Hell, Classic
      • Various arenas
  • Doom: The Dark Ages

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

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

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

Leadership

  • Coaching, creative feedback, and planning
  • Positive and realistic attitude

Strong technical knowledge

  • Shader programming, scripting, blueprints, photometric lighting, color grading
  • Familiar with current technical papers and rendering techniques

Visual problem solving

  • Understanding of color, composition, contrast in 2D and 3D environments
  • Gameplay, performance, and visually-oriented acuity

Tools

  • idTech, Unreal Engine, various proprietary game engines
  • Blender, Maya, 3ds Max, Houdini, Nuke, Resolve
  • 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