Senior Lighting Artist
Join MachineGames as a Senior Lighting Artist to craft lighting that elevates gameplay and storytelling, collaborating with art, design, and tech teams. You'll work on visually stunning final results, using proprietary engines and third-party software. This is a permanent onsite position with a possibility to work in a hybrid setting.
Key Highlights
Key Responsibilities
Technical Skills Required
Benefits & Perks
Job Description
Job Locations SE-C-Uppsala
Job ID 2026-3480
Category Art
Type Regular Full-Time
Overview
MachineGames is looking for a Senior Lighting Artist to join our team!
In this role, you’ll collaborate closely with art, design, and tech teams to craft lighting that elevates gameplay and storytelling, while pushing visual quality to the next level. If you have a strong artistic eye and a passion for real-time lighting, we’d love to hear from you.
MachineGames Sweden AB is a game developer based in Uppsala, Sweden (a small and vibrant city 40 minutes north of Stockholm with a historical heritage reaching back to pre-medieval times).
Founded in 2010, MachineGames consists of seasoned, passionate and talented developers recognized for unique creative vision and ability to fuse intense first-person gameplay with immersive narratives, all within beautifully detailed worlds. The studio is best known for developing games in the Wolfenstein-series and, most recently, the development of the critically acclaimed Indiana Jones and the Great Circle.
In this position you will be working in a tight-knit department under the supervision of our creative leadership and you will collaborate in cross-functional teams on a daily basis.
Our studio is located in central Uppsala, Sweden which is a small and vibrant city 40 minutes north of Stockholm with a historical heritage reaching back to pre-medieval times.
Our Studio Has a Legacy Of Being Down To Earth And Free From Big Egos, Our Everyday Work As Well As Our Long-term Goals Are Driven By Our Values
- We value Team performance over individual performance
- We practice an open door policy
- We deliver what we promise
- We give constructive and actionable feedback
- We practice ownership and accountability
- We learn from our mistakes.
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Responsibilities
- Light gameplay spaces and cutscenes for both linear and open ended sandbox maps.
- Use our proprietary engines built in lighting tools, along with third party software to produce visually stunning final results. Including post processing work and color grading.
- Place and control lighting environment effects via volumes and probes, such as volumetrics, light shafts, fog, environment and reflection probes.
- Implement both static and dynamic lighting setups where appropriate.
- Work with the Art Director and Lead Artists to maintain the artistic style & mood, keeping it consistent with our defined visual target for the game.
- Communicate with the environment team concerning lighting needs and direction.
- Support leadership and principal artists with the tech team in pushing tools development and workflow.
- Contribute to the documentation of lighting guidelines and implementation techniques.
- Research and prototype competing and future lighting solutions.
- Be comfortable with different type of styles and themes of lighting, day / nighttime, high contrast or working with a muted palette
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- Have excellent understanding of lighting theory, color space, exposure, and physically based natural light
- Have insight into cinematography and dramaturgy, scene blocking and lighting to set different moods.
- Have experience with 3D graphics programs and game engines (Maya/3ds Max, Blender, Unreal, Unity).
- Have a thorough knowledge of lighting pipelines and techniques, such as baked lightmaps vs. real time global illumination, PBR & HDR lighting.
- Can balance visual quality against performance requirements and production schedules.
- Have a keen eye for artistically and well balanced picture
- Take full ownership of game levels and take them from start to finish.
- Be passionate about Games!
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