Kristin Sholler
Kristin Sholler
Lead Lighting Artist
Carlsbad, United States

Summary

I am an artist with experience in game lighting, environment art, and illustration. I've worked in the games industry since 2011, and have a Master's degree in Interactive Entertainment from FIEA. I've worked at a variety of studio sizes; from small indie studios where I was primarily a generalist and animator, to working in environment and lighting at Electronic Arts, and now as a lighting artist at Aspyr.

As I continue to grow in my career, I hope to continue to learn how to create compelling environments and illustrations for the video game and theme park industries.

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Skills

IllustrationLightingCinematic Lighting

Software proficiency

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

Productions

    • 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

  • Lead Lighting Artist at Aspyr
    January 2022 - Present

    - Authors sun, sky, and atmosphere using physically accurate values.

    - Lights interiors utilizing Unreal Engine’s Lumen system, with a focus on visuals, gameplay, and performance.

    - Leads team of lighters, assigns tasks and bugs

    - Coordinates with production, environment, fx, design, and cinematic departments to ensure the lighting team is meeting deadlines and quality bars for all other departments.

  • Call of Duty: Black Ops 4 Zombies at High Moon Studios
    Carlsbad, United States of America
    September 2018 - December 2021

    Call of Duty: Warzone

    - Led team of lighters, assigned tasks and bugs

    - Coordinated with lighting teams at other studios to keep up to date on tasks and information

    - Coordinated with production and environment to keep track of tasks

    - Authored reflection volumes and post process volumes in interiors

    - Lit interiors with a focus on visuals, gameplay, and performance

    - Lit front end lobby scenes and coordinates with environment and fx departments

    - Optimized lighting

    - Led lighting team on the Nakatomi Plaza Warzone update

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

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

    - Authored fog and sky settings for sun and sky

    - Placed reflection and post process volumes

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

    - Worked with fx and environment departments on both visual and performance requirements

    - Optimized level lighting

  • Environment Artist at Electronic Arts
    Orlando, United States of America
    November 2017 - Present

    Created whitebox environment layouts for animators and concept paint overs.

    Compiled environment audits for art directors and outsource management.

    Modeled interior and exterior sets in Maya, created textures in Substance Designer, Substance Painter, and Photoshop.

    Imported assets and assembed sets in Frostbite Engine.

  • Lighting Artist at Electronic Arts
    Orlando, United States of America
    January 2017 - August 2017

    Longshot: Madden NFL 18

    - 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;​ ​focused​ ​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​ ​were​ ​in​ ​performance.

  • Environment Artist at Electronic Arts
    Orlando, United States of America
    October 2015 - October 2016

    Madden NFL 18

    - 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

    - 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.