{"id":1265,"date":"2019-06-01T12:29:04","date_gmt":"2019-06-01T19:29:04","guid":{"rendered":"https:\/\/williamgs.com\/wp_backup\/?page_id=1265"},"modified":"2024-08-25T18:44:06","modified_gmt":"2024-08-25T23:44:06","slug":"resume","status":"publish","type":"page","link":"https:\/\/williamgs.com\/wp_backup\/resume\/","title":{"rendered":"Resume"},"content":{"rendered":"<p>Download Resume PDF &#8211; <a href=\"https:\/\/williamgs.com\/wp_backup\/wp-content\/uploads\/WilliamSchilthuis_resume.pdf\" target=\"_blank\" rel=\"noopener noreferrer\">HERE<\/a><\/p>\n<p><!--more--><\/p>\n<hr \/>\n<h1 style=\"margin-bottom: 0;\">William Schilthuis<\/h1>\n<p>Lighting Artist<br \/>\n<a href=\"https:\/\/williamgs.com\/wp_backup\">www.williamgs.com<\/a><br \/>\n<a href=\"mailto:williamgs@gmail.com\">williamgs@gmail.com<\/a><\/p>\n<h2 style=\"margin-top: 2em;\"><span style=\"color: #00adef;\"><b>EXPERIENCE<\/b><\/span><\/h2>\n<h3><b>id Software, Richardson, TX<\/b><\/h3>\n<h4><i>Lead Lighting Artist<\/i> | June 2021 &#8211; Present<i><\/i><\/h4>\n<ul>\n<li><span style=\"font-weight: 400;\">Doom: The Dark Ages<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Work directly with director(s) of game, rendering, tools, art, etc<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Manage a team of 4-5 including in-office and remote<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Regularly review game and cinematic content<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3><b>Respawn Entertainment, Chatsworth, CA<\/b><\/h3>\n<h4><i>Lead Lighting Artist<\/i> | April 2020 &#8211; May 2021<\/h4>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Star Wars Jedi: Survivor<\/span>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Recruited and trained two new hires<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Planned story based lighting progression<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"2\"><span style=\"font-weight: 400;\">Blueprint development<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4><i>Senior Lighting Artist<\/i> | May 2018 &#8211; April 2020<\/h4>\n<ul>\n<li>Star Wars Jedi: Fallen Order\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Established look development test beds, photometric exposure standards, and documentation<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Worked directly with code to develop features<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Training and support for in house and outsource lighters<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Lighting on various planets and districts<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Bracca: Work site, Trains<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Zeffo: Crashed Venator, Tomb of Miktrull, additional bits<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Kashyyyk: Assisted E3 cinematic lighting, additional bits<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3><b>High Moon Studios, Carlsbad, CA<\/b><\/h3>\n<h4><i>Lighting Artist<\/i> | July 2015 &#8211; May 2018<\/h4>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Destiny 2: Forsaken<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Environment lighting primarily on various Tangled Shore exteriors<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">The Cobble, Sorik\u2019s Cut, The Boil, Salvage Zone QX<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Call of Duty: Infinite Warfare<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Lighting for Operation: Burn Water (refinery on Titan)<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Destiny 2<\/span>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Environment lighting on various areas of IO destination<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3><b>Ready At Dawn, Irvine, CA<\/b><\/h3>\n<h4><i>Lighting Artist<\/i> |\u00a0February 2014 &#8211; June 2015<\/h4>\n<ul>\n<li>The Order: 1886\n<ul>\n<li>Environment lighting for Mayfair and Tesla\u2019s Lab<\/li>\n<li>Various cinematic lighting<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3><b>Moving Picture Company, Santa Monica, CA<\/b><\/h3>\n<h4><i>Lighting Artist<\/i> |\u00a0September 2011 &#8211; February 2014<\/h4>\n<ul>\n<li>Performed various roles including:\n<ul>\n<li>On-set CG supervision, HDRI acquisition<\/li>\n<li>Look-development, lighting, rough compositing<\/li>\n<li>Workflow and pipeline tools (python, MEL)<\/li>\n<\/ul>\n<\/li>\n<li>Completed 31 jobs in 2\u00bd years, including:\n<ul>\n<li>Ads for Acura, Chevy, Honda, Kia, Lexus, Mercedes, Nissan<\/li>\n<li>Dust 514: Vicious Cycle<\/li>\n<li>Nike: Game On World<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3><b>Pendulum Studios, San Diego, CA<\/b><\/h3>\n<h4><i>Shading &amp; Lighting Artist<\/i> |\u00a0June 2010 &#8211; December 2010<\/h4>\n<ul>\n<li>Red Faction: Armageddon\n<ul>\n<li>Materials, lighting, and MEL tools for pre-rendered cinematics<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3><b>SCAD School of Film and Digital Media, Savannah, GA<\/b><\/h3>\n<h4><i>Systems Support<\/i> |\u00a0January 2009 &#8211; March 2011<\/h4>\n<ul>\n<li>Support for Linux and Windows systems<\/li>\n<\/ul>\n<h2 style=\"margin-top: 2em;\"><span style=\"color: #00adef;\"><b>SKILLS<\/b><\/span><\/h2>\n<h3><b>Soft Skills<\/b><\/h3>\n<ul>\n<li>Strong technical knowledge\n<ul>\n<li>Shader programming, scripting, blueprints, photometric lighting<\/li>\n<li>Familiar with current technical papers and rendering techniques<\/li>\n<\/ul>\n<\/li>\n<li>Visual\n<ul>\n<li>Understanding of color, composition, contrast in 3D environments<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3><b>Tools<\/b><\/h3>\n<ul>\n<li>Unreal Engine, Maya, 3ds Max, Houdini, Nuke, Blender<\/li>\n<li>V-Ray, Arnold, Renderman, Mental Ray, Mantra<\/li>\n<li>Python, MEL, Linux (bash)<\/li>\n<\/ul>\n<h2 style=\"margin-top: 2em;\"><span style=\"color: #00adef;\"><b>EDUCATION<\/b><\/span><\/h2>\n<h3><b>Savannah College of Art &amp; Design, Savannah, GA<\/b><\/h3>\n<h4><i>BFA Visual Effects<\/i> | 2011<\/h4>\n<p style=\"margin-bottom: 0;\">Minor in Technical Direction<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Download Resume PDF &#8211; HERE<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":0,"menu_order":3,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1265","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/williamgs.com\/wp_backup\/wp-json\/wp\/v2\/pages\/1265","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/williamgs.com\/wp_backup\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/williamgs.com\/wp_backup\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/williamgs.com\/wp_backup\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/williamgs.com\/wp_backup\/wp-json\/wp\/v2\/comments?post=1265"}],"version-history":[{"count":16,"href":"https:\/\/williamgs.com\/wp_backup\/wp-json\/wp\/v2\/pages\/1265\/revisions"}],"predecessor-version":[{"id":2636,"href":"https:\/\/williamgs.com\/wp_backup\/wp-json\/wp\/v2\/pages\/1265\/revisions\/2636"}],"wp:attachment":[{"href":"https:\/\/williamgs.com\/wp_backup\/wp-json\/wp\/v2\/media?parent=1265"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}