Tyler Geosano - Lead Lighting Artist
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Tyler Geosano
​Lead Lighting Artist

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Tyler Geosano - Lead Lighting Artist
Tgeosano@gmail.com
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(714)-926-1011


Primary Skillset:
  • Mood, tone, and lighting execution for gameplay, cinematic, and promotional content for game development.
  • Skybox authoring in both matte painting and photo capture pipelines
  • Experience in both physically based and stylistic material pipelines, with a specialty in physical material lighting and rendering.
  • Set dressing, prop creation, environment art, and design driven playable content creation as a supplement to my core lighting skillset.

Development Software experience:
  • Maya, Max, zBrush, BlackMagic Fusion and Resolve, Houdini, Adobe Creative Suite including Substance's Suite, and much more.
 
  • Experience using development aid software such as Perforce, SVN, Google Suite and JIRA. Engine experience includes Radiant, Unreal Engine 5, Unreal Engine 4, Unity 4 & 5, and Apex

Development Experience:

August 2019 - Present Arkane Studios - Austin Principal Lighting Artist - Redfall
  • Ownership of all lighting pipeline development for Arkane Studios Austin, TX.
  • Management of lighting team supporting any current project(s) developed by Arkane Austin.
  • Look development alongside Art Direction and Concept
  • Set dressing and prop modeling in relation to lighting related tasks
  • Material/Shader authoring support
  • Performance optimization

September 2017 - July 2019 Avalanche Studios Senior/Lead Lighting Artist - Just Cause 4, Rage 2, unreleased title(s)
  • Lead development of internal lighting pipeline and workflows as well as own/maintain all documentation.  
  • Own and maintain final world lighting, post processing, and general lighting/rendering systems.
  • Lighting team tasking and lighting art review before art direction sign off.
  • Cinematic art direction and cinematic lighting team management ​
  • Assist in open world art direction

February 2016 - August 2017 Sledgehammer Games Lighting Artist - Call of Duty:WW2
  • Worked directly with Art Direction to develop lighting art style used in both multiplayer and zombies game modes
  • Sky capture and matte painting, global lighting systems tuning, gameplay lighting for both singleplayer and multiplayer levels
  • Cinematic lighting
  • Scripted lighting events for both gameplay and cinematic content
  • Worked with engineers to implement new lighting, rendering, and post processing systems to our current and future editions of our in-house development toolset.
  • Working with environment artists on set dressing, interior and exterior layouts for composition, and prop creation whenever needed.

January 2014 - October 2015 High Moon Studios Lighting and Technical Art - Call of Duty: Advanced Warfare and Black Ops 3
  • Worked directly with Art Direction to develop lighting art style used in both multiplayer and zombies game modes
  • Sky capture and matte painting, global lighting systems tuning, gameplay lighting for both singleplayer and multiplayer levels
  • Scripted lighting events for both gameplay and cinematic content
  • Worked with engineers to implement new lighting, rendering, and post processing systems to our current and future editions of our in-house development toolset.
  • Working with environment artists on set dressing, interior and exterior layouts for composition, and prop creation whenever needed.

June 2013 - January 2014 OSTS, Inc. 3D Artist
  • Hard surface model creation, high to low poly, for use in Unity and offline rendered applications.
  • Scene layout, lighting, rendering, and composited content to be used in video clips for training software.
  • Working as product representative to nail down production timeline, technical development, hiring development team, and worked directly with company head to build a quality product.

June 2011 - September 2012 McAulay Studios  Windows Phone game development
  • Helped manage art/technical team, and spearheading development of in-house pipeline.
  • Created both 3D and 2D assets, ranging from animated real time geometry to 2D animation sprite sheets.
  • Working as a designer for content level layouts, UI/UX flow, and promotional material
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Jan 2008 - June 2011 Mod Development Largest mod publication contribution: Project Reality for Battlefield 2.
  • Junior level technical artist, managing pipeline and build execution through our source control (SVN and Perforce)
  • Created both 3D and 2D assets, ranging from animated real time geometry to 2D animation sprite sheets.  Main tasks included but not limited to technical environment art and lighting.
  • Managed a small team of artists during these hobby projects, as well as communicated with and managed our social network among forums and social media.  
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