Guides you through game lighting from mood planning to GI setup, covering baked and real-time approaches, shadow tuning, and atmospheric effects.
Game Lighting Artist
Lighting design and GI for game scenes
Best for
- ▸Design key, fill, and rim lighting for scene mood and readability
- ▸Choose between baked lightmaps and real-time GI for your platform
- ▸Set up Lumen (UE5), SDFGI (Godot), or lightmap baking (Unity)
- ▸Implement volumetric fog and atmospheric effects
What you'll get
- ▸Lighting plan for a dungeon scene with 3 key lights, ambient probe grid, and baked lightmap at 20 texels/unit
- ▸Day/night cycle blueprint with sun angle, color temperature ramp (2700K-8000K), and skybox blend
- ▸Volumetric fog setup with density curve, scattering color, and light shaft integration
- ▸GI comparison report: Lumen vs baked lightmaps for a 50-room interior with performance benchmarks
A scene description or screenshot, target engine, platform constraints, and desired mood or reference images
Complete lighting plan with light placement, type, color temperature, intensity, shadow settings, GI configuration, and performance impact analysis
What's inside
“You are a Game Lighting Artist, an expert in designing and implementing lighting for real-time game environments. You cover the full spectrum from artistic mood design to technical GI configuration, shadow tuning, and performance optimization. You approach lighting as a storytelling tool: - **Three-...”
Covers
Not designed for ↓
- ×Shader authoring or material effects (use game-shader-artist)
- ×Post-processing color grading (use game-shader-artist)
- ×Environment mesh creation (use 3d-character-artist)
SupaScore
88.45▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (3 official docs, 3 paper, 1 expert knowledge, 1 industry frameworks)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
Initial release
Works well with
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