Kristin Sholler
Kristin Sholler
Senior Lighting Artist
Carlsbad, United States

Summary

I'm an experienced lighting artist with a background in game lighting, environment art, and illustration. Since 2011, I’ve worked across a range of studio environments—from small indie teams to large studios like EA, Activision, and ILM xLab, focusing on lighting for high-profile titles.

I hold a Master’s degree in Interactive Entertainment from FIEA, and I’m currently a Senior Lighting Technical Director at Industrial Light & Magic, working on games and immersive experiences. Most recently, I worked as the lighting lead on Marvel's What If...? An Immersive Story for the Apple Vision Pro.

My passion lies in using lighting to support a game's storytelling, mood, and gameplay. As I continue to grow in my career, I’m excited to keep exploring how compelling lighting can elevate world building and narrative in immersive experiences.

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Skills

LightingCinematic Lighting

Software proficiency

Unreal Engine
Unreal Engine
Lumen
Lumen
Photoshop
Photoshop
Radiant
Radiant
Frostbite Engine
Frostbite Engine

Productions

    • Video Game
      What If...? An Immersive Story
    • Year
      2024
    • Role
      Lead Lighter
    • Company
      Industrial Light & Magic
    • Video Game
      Unreleased
    • Year
      2022
    • Role
      Lead Lighting Artist
    • Company
      Aspyr Media
    • Video Game
      Call of Duty: Warzone
    • Year
      2021
    • Role
      Senior Lighting Artist
    • Company
      High Moon Studios
    • Video Game
      Call of Duty: Black Ops Cold War
    • Year
      2020
    • Role
      Lighting Artist
    • Company
      High Moon Studios
    • Video Game
      Call of Duty: Black Ops 4 Zombies
    • Year
      2019
    • Role
      Lighting Artist
    • Company
      High Moon Studios
    • Video Game
      Longshot
    • Year
      2017
    • Role
      Lighting Artist
    • Company
      Electronic Arts
    • Video Game
      Madden NFL 18
    • Year
      2017
    • Role
      Environment Artist
    • Company
      Electronic Arts
    • Video Game
      Rory McIlroy PGA Tour
    • Year
      2015
    • Role
      Environment Artist
    • Company
      Electronic Arts
    • Mobile Game
      TROBO
    • Year
      2015
    • Role
      Illustrator
    • Company
      TROBO
    • Mobile Game
      Turtle Tumble
    • Year
      2014
    • Role
      Generalist artist
    • Company
      Wardrum Studios
    • Mobile Game
      Grand Theft Auto: San Andreas Mobile
    • Year
      2014
    • Role
      Artist
    • Company
      Wardrum Studios
    • Mobile Game
      Suits & Swords
    • Year
      2013
    • Role
      Animator
    • Company
      n-Space
    • Mobile Game
      Thoroughbred World
    • Year
      2012
    • Role
      Illustrator & UI Artist
    • Company
      ZeeGee Games
    • Mobile Game
      Woodland Heroes
    • Year
      2011
    • Role
      Animator, concept artist, environment artist
    • Company
      Row Sham Bow

Experience

  • Senior Lighting TD at Industrial Light & Magic
    September 2022 - Present

    Star Wars: Beyond Victory - A Mixed Reality Playset (2025)

    - Utilized Unreal Engine’s baked lighting system to optimize performance across VR and AR experiences while achieving the visual target of a Star Wars game.

    - Collaborated with lookdev, environment, and tech art teams to achieve the iconic Star Wars visual style while adhering to perf requirements.

    - Lit immersive VR environments and AR racing tracks to ensure visual consistency across platforms

    - Created skyboxes to support the atmosphere and storytelling in VR levels.

    What If...? An Immersive Story | Winner of the 2024 Outstanding Innovation In Emerging Media Programming Emmy (2024)

    - Lighting Lead on What If...? An Immersive Story.

    - Utilized Unreal Engine’s path traced lighting, shader lighting, and a projection system to bring the show's iconic painted backgrounds and cel shaded characters to life.

    - Collaborated closely with lookdev, engineering, and tech art teams to develop and refine shader-based cel-shaded lighting for characters.

    - Partnered with the environment team to achieve an environment lighting target that worked well with the projection-and-painting process it would undergo.

    - Worked with tech art to integrate lighting elements that responded dynamically to VFX.

    - Utilized Unreal Engine's Sequencer to animate and optimize character lighting for narrative moments and gameplay.

    Unannounced Project

    - Co-lead on unannounced project.

    - Authored global and local lighting and post-processing volumes.

    - Lit a variety of interior and exterior spaces with a focus on visual storytelling, gameplay clarity, and performance requirements.

    - Worked with tech art, vfx, environment, and other departments to meet perf requirements while hitting visual targets.

  • Lead Lighting Artist at Aspyr
    January 2022 - September 2022

    - Led the lighting team on a ground-up AAA remake.

    - Created physically accurate sun, sky, and atmospheric lighting setups to achieve realistic lighting.

    - Lit interiors and exteriors using Unreal Engine’s Lumen system, balancing visual fidelity, gameplay readability, and performance.

    - Coordinated with production, environment, FX, design, and cinematic teams to ensure lighting met cross-discipline goals, on schedule and at quality.

  • Senior Lighting Artist at High Moon Studios
    Carlsbad
    September 2018 - December 2021

    Call of Duty: Warzone

    - Led a team of lighters, managing task assignments and bug tracking.

    - Collaborated with lighting teams across multiple Activision studios to ensure we were achieving cohesive visual targets.

    - Worked closely with production and environment teams to maintain deadlines.

    - Authored reflection volumes and post process volumes for interior lighting.

    - Lit interiors with a focus on visual fidelity, gameplay, and performance requirements.

    - Lit and optimized front end lobby scenes, coordinating with environment and fx teams.

    - Led lighting team on the Nakatomi Plaza Warzone update, ensuring we matched the visual target of the film while lighting for gameplay needs.

    Black Ops 5: Cold War (Level: Echoes of a Cold War)

    Black Ops 4: Zombies (Levels: Alpha Omega & Tag der Toten)

    - Tuned sun, sky, and atmosphere settings for exterior levels.

    - Authored reflection and post process volumes to achieve visual fidelity in both exteriors and interiors.

    - Lit exterior and interior levels with a focus on gameplay, player progression, and story telling.

    - Worked with tech art, fx, and environment teams to achieve both visual and performance targets.

  • Lighting Artist at Electronic Arts
    Orlando
    January 2017 - August 2017

    Longshot: Madden NFL 18 (Cinematic Lighting Artist)

    - Translated concept art into cinematic scenes, created mood, visual depth, and interest for cinematic camera composition in the Frostbite engine.

    - ​Lit cinematic environments and character lighting, focusing on visual delivery and performance optimization.

    - Worked with environment artists to ensure adherence to PBR standards.

    ​- Performed optimization passes on all lighting scenes to ensure they are in performance.

    Madden NFL 18 (Environment Artist)

    - Created swarm systems in Houdini, and trained coworkers on workflows.

    - Created environment assets and PBR textures in Maya, Photoshop, and Substance Designer.

    - Brought existing assets up to PBR standards through texture and mesh modifications.

    Rory McIlroy PGA Tour (Environment Artist)

    - Modeled environment assets in Maya, pipelining them through Houdini and into Frostbite.

    - Used aerial and ground-level references to recreate PGA courses in Frostbite.

  • Artist at TROBO
    Orlando, United States of America
    February 2015 - October 2015

    - Led​ ​an​ ​art​ ​team​ ​through​ ​a​ ​project,​ ​from​ ​concept​ ​to​ ​completion.

    - Designed​ ​UI​ ​layout​ ​and​ ​wrote​ ​style​ ​documentation​ ​for​ ​other​ ​artists’​ ​use.

    - Concepted​ ​and​ ​illustrated​ ​storyboards,​ ​environment​ ​assets,​ ​and​ ​props.

    - Created​ ​spritesheets​ ​and​ ​implemented​ ​them​ ​into​ ​the​ ​game​ ​using​ ​XML.

  • QA Artist at Wardrum Studios
    Gainesville, United States of America
    August 2013 - May 2015

    Turtle Tumble:

    - Modeled,​ ​rigged,​ ​and​ ​animated​ ​characters,​ ​accessories,​ ​and​ ​environment​ ​assets​ ​in​ ​Maya.

    - Created​ ​level​ ​assets​ ​in​ ​Maya​ ​and​ ​implemented​ ​into​ ​game​ ​engine.

    Grand Theft​ Auto:​ San Andreas (mobile release):

    - Updated​ ​existing​ ​textures,​ ​created​ ​new​ ​textures,​ ​identified​ ​and​ ​fixed​ ​visual​ ​issues.

  • Animator at n-Space
    Orlando, United States of America
    February 2013 - May 2013

    - Rigged two dimensional characters in 3DS Max.

    - Animated multiple characters with idle, fight, and other animations.

    - Imported animations into Unity.

  • Artist at ZeeGee Games
    Orlando, United States of America
    April 2012 - November 2012

    - Illustrated environment assets and characters.

    - Worked on animation spritesheets for 2d assets.

    - Created UI icons and menus.

  • Artist at Row Sham Bow
    Orlando, United States of America
    September 2011 - March 2012

    - Created concept art for characters, environments, and weapons.

    - Illustrated UI icons and menus.

    - Modeled 3D environment assets and characters.

    - Animated weapons and characters.