Full-Time

Lighting Artist

People Can Fly

People Can Fly

201-500 employees

Global game developer using Unreal Engine

No salary listed

Montreal, QC, Canada

Remote

Bachelor's

Category
Art, Graphics & Animation
Required Skills
Unreal Engine

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Requirements
  • At least 3 years of AAA console or PC game development experience, including 1 year using Unreal Engine.
  • A strong portfolio showcasing world and local lighting work.
  • Ability to artistically interpret concepts and creatively push beyond an initial idea.
  • Solid understanding of traditional art skills and foundational design competencies, including shape, form, texture, value, and color.
  • In-depth knowledge of physically based rendering workflows.
  • Understanding of current-generation console performance limitations and possibilities.
  • Ability to create lighting content, including textures, IES profiles, HDR maps, materials, and scripts.
  • Understanding of basic photography concepts, including exposure value, shutter speed, ISO, and composition.
  • Ability to receive and implement feedback.
  • Willingness to learn and adapt to new styles, techniques, and workflows.
  • Ability to collaborate with department leads and different departments to solve artistic and technical challenges.
  • Strong verbal and written communication skills in English.
Responsibilities
  • Work with leads and other Lighting Artists to create high-quality lighting schemes aligned with the project's universe and visual direction.
  • Light scenes, levels, and cinematics based on reference photographs, concept art, and creative and technical briefs.
  • Support narrative storytelling through the effective use of color, light, and mood.
  • Complete lighting work within established deadlines.
  • Participate in reviews and implement feedback from leads and peers.
  • Participate in research and development initiatives to explore new techniques and improve pipelines and workflows.
  • Work with developers across multiple disciplines and ensure work is integrated into the build.
  • Balance visual quality with the game's performance requirements.
  • Review and playtest work in the editor and in-game.
Desired Qualifications
  • A degree in an art field.
  • Photography experience or knowledge.
  • Good knowledge of Unreal Engine.
  • Working knowledge of rendering engines such as RenderMan, V-Ray, or Arnold.
  • Breakdown or work-in-progress images showing completed lighting work.

People Can Fly is a global video game developer with studios in Poland, the UK and North America. They build action games and RPG shooters, using Unreal Engine to power titles such as Painkiller, Bulletstorm, and Outriders across many platforms. The company stands out because of its long shooter heritage, strong engine expertise, multinational teams, and close collaborations with partners like Microsoft, Krafton, and Sony, plus a growing self-publishing and VR portfolio. Its goal is to deliver high-quality experiences across genres and platforms, expand its self-publishing model, and explore new technologies with partners.

Company Size

201-500

Company Stage

IPO

Headquarters

Warsaw, Poland

Founded

2002

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Simplify Jobs

Simplify's Take

What believers are saying

  • Gears of War: E-Day launches October 6, 2026, restoring AAA visibility and fees.
  • Cooldown Games acquisition on April 27, 2026 creates recurring third-party publishing revenue.
  • PCF still has active work with Microsoft, Krafton, Sony, and 2K after restructuring.

What critics are saying

  • Project Gemini and Project Bifrost suspensions triggered another 50 layoffs in June 2026.
  • Publisher dependency keeps PCF exposed to milestone freezes, like Take-Two on Project Dagger.
  • Persistent cash-flow strain makes bankruptcy a real 2027 outcome if E-Day slips.

What makes People Can Fly unique

  • People Can Fly ships AAA co-development for Microsoft, Sony, Krafton, and 2K.
  • Cooldown Games adds internal publishing, distribution, and commercial control across PCF titles.
  • Unreal Engine 5 expertise plus Bulletstorm and Gears co-development credibility anchor its brand.

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Benefits

Health Insurance

Dental Insurance

Flexible Work Hours

Remote Work Options

Paid Vacation

Paid Sick Leave

Paid Holidays

Wellness Program

Mental Health Support

Professional Development Budget

Company News

CDKeyPrices.com
Aug 26th, 2026
Gears of War: E-Day story trailer premieres at Gamescom ONL.

Gears of War: E-Day story trailer premieres at Gamescom ONL. The Coalition's prequel showed off its grim narrative at Gamescom ONL, backed by a new campaign hands-on. October 6 can't come soon enough. Xbox Game Studios and developers The Coalition and People Can Fly premiered the official story trailer for Gears of War: E-Day during Gamescom 2026 Opening Night Live on August 25. The roughly two-minute trailer depicts the immediate chaos of Emergence Day on the planet Sera, setting up the prequel campaign ahead of its October 6, 2026 launch on Xbox Series X/S and PC. Xbox CEO Asha Sharma had confirmed ahead of the show that a story trailer for E-Day would make its "world premiere" at the event. What the story trailer shows. E-Day is set 14 years before the original 2006 game and follows young COG soldiers Marcus Fenix and Dominic Santiago. The pair have just returned home as veterans of the Pendulum Wars when the Locust Horde erupts through Sera's surface, tearing apart cities and killing civilians within hours. The trailer leans into the horror of that first encounter. The trailer - which earned attention for featuring two separate instances of a certain expletive - focuses specifically on the story and campaign rather than raw gameplay. It showcases familiar characters scowling and arguing alongside plenty of new faces. The footage highlights the confusion and brutality of that first night, the formation of Bravo Squad, and the beginning of the partnership between Marcus and Dom that would define much of the series. Campaign hands-on: quintessentially Gears. Alongside the trailer, Xbox published an extensive campaign preview drawing on a direct hands-on session. The preview - set from the opening of Act 2 - confirmed the new city of Kalona as the game's primary location, with Kalona's City Hall hastily converted into a COG base of operations in the hours after the Locust first surface. Bravo Squad assembles in full here: Marcus and Dom alongside franchise newcomers Lucas Reyes and Mags Carter. The preview notes that a sharp tension between the city's exhausted mayor and the hard-line Colonel Trench drives the early story beats, while the Gears themselves wait in disciplined silence rather than cracking jokes - a deliberate characterisation choice that sets this younger, less battle-worn Marcus apart from the one players know. On the gameplay side, the preview describes combat as "quintessentially Gears, augmented with a responsive, modern edge," with the classic Perfect Reload mechanic returning and Locust Drones that behave with noticeably more tactical intelligence than before - flanking, using smoke cover, and forcing audio-cue awareness from the player. The preview also confirmed Boomers and Wretches (nicknamed "Crawlers" in-game) among the enemy roster, and noted the introduction of supply caches for ammo and weapon mod management, plus Tactical Gear - rechargeable deployable items including health injectors and stun throwables. A key story moment involves Bravo Squad crossing paths with Tai Kaliso and Theta Squad, and witnessing the crude, improvised birth of the iconic Chainsaw Lancer - bolted together from a standard Lancer and an old chainsaw. The preview singles this out as a rare snapshot of early-war optimism before the full weight of the conflict sets in. The single-player AI teammates drew specific praise for their responsiveness: squad members prioritise reviving the player when downed and handle unseen flanks proactively, making them feel like a reliable unit even without human co-op partners. Editions and platforms. E-Day is an Xbox Series X/S console exclusive - the full reveal confirmed it would not come to PlayStation - but it also launches on Windows via the Xbox app and Steam. Game Pass Ultimate subscribers get access day one at no extra cost. | Edition | Price (USD) | Key Extras | | Standard | $69.99 | Base game | | Premium | $99.99 | Up to 5 days early access, Bravo Squad Signature Weapon Pack, Emergence Customization Pack, 4 Seasonal Packs, 1,000 Iron | A separate Collector's Edition launches on October 1, 2026, five days ahead of the global release. Pre-ordering before October 6 also unlocks the Exfil Dom Character Skin and Exfil Weapon Skin Set at launch, and grants early access to the Open Beta. The campaign supports four-player online co-op and two-player split-screen on console. Multiplayer includes 4v4 competitive Versus modes and a new 12-player Horde Siege mode. The game is built on Unreal Engine 5, featuring expanded destruction systems, dynamic environmental damage, and enhanced gore effects. Price and availability. Live deal tracker

CEE Legal Matters
Jun 19th, 2026
PCF Group acquires Cooldown Games publishing rights for $1.5M in Greenberg Traurig-advised deal

Polish gaming company PCF Group has acquired publishing rights to three video games from Cooldown Games for approximately $1.5 million. Cooldown Games has committed to reinvesting the proceeds into newly issued PCF Group shares and facilitating additional investment from associated investors. In connection with the transaction, PCF Group offered approximately 3.5 million Series I shares at PLN 4.00 per share through an accelerated bookbuilding process. The proceeds will finance the acquisition of publishing rights and the development and release of the games. Greenberg Traurig advised PCF Group, with a team including partner Rafal Sienski, counsel Grzegorz Socha and senior associate Adam Marszalek. Rymarz Zdort Maruta, working with Perkins Coie, advised Cooldown Games.

Game Developer
Apr 27th, 2026
People Can Fly acquires Texas-based publisher Cooldown Games

The Polish studio hopes the move will create 'incremental revenue streams' to help it regain traction and scale.

Gematsu
Apr 24th, 2026
People Can Fly acquires Cooldown Games.

People Can Fly acquires Cooldown Games. People Can Fly to establish a dedicated publishing vertical within the group. People Can Fly has acquired the Cooldown Games brand and its publishing rights, and will establish a dedicated publishing vertical within the group's operating structure, the company announced. The acquisition advances People Can Fly's strategy to strengthen its self-publishing activity. Under People Can Fly, Cooldown Games will operate as an independent publishing division. The existing Cooldown Games leadership team will remain in place to lead the division. People Can Fly will leverage Cooldown Games' existing infrastructure, platform relationships, and commercial expertise. The publishing division will provide targeted support to internally developed titles, as well as pursue third-party publishing agreements. "Although we are strongly focused on the work-for-hire segment to achieve positive cash flows across the Group, we have never intended to abandon our publishing plans," said People Can Fly Group CEO Sebastian Wojciechowski in a press release. "Rather, we have been waiting for the right moment for them to regain traction and scale. While this is happening somewhat earlier than we originally anticipated, it is based on two key pillars: the trust in the Cooldown Games team built over the years, and an approach in which the publishing segment is intended to be revenue-generating from the outset, rather than cost-intensive." Cooldown Games CEO Steve Gibson added, "We've built Cooldown Games around championing exceptional developers and bringing their games to players around the world. Joining People Can Fly gives us the scale, resources, and long-term stability to do that at an even higher level. We know firsthand the great work that this team is capable of, and we're excited to build the next generation of great games together." According to People Can Fly, the acquisition enables it to: * Generate recurring revenue via third-party publishing agreements. * Recognize increased profit margins on internally developed titles. * Improve capital allocation discipline through integrated greenlight oversight. * Enhance strategic flexibility for future M&A or IP monetization initiatives. "Rebuilding our publishing capabilities is an important step in People Can Fly's continued evolution," added Wojciechowski. "Bringing the Cooldown Games team into the organization allows us to build on the publishing foundation we've been developing for years while strengthening our ability to take great games to market globally. This structure strengthens our control over commercial outcomes and positions us to capture greater value across the lifecycle of our titles, addressing challenges we have faced in the past."

WorthPlaying
Apr 24th, 2026
People Can Fly acquires Cooldown Games to establish dedicated publishing division

People Can Fly Group has acquired the Cooldown Games brand and publishing rights, establishing a dedicated publishing division within its operating structure. The existing Cooldown leadership team, including CEO Steve Gibson, will remain in place to lead the vertical. The acquisition enables People Can Fly to internalise go-to-market strategy and commercial optimisation across its development portfolio whilst pursuing third-party publishing agreements for additional revenue. The two companies previously collaborated on Bulletstorm: Full Clip Edition, which sold over one million units worldwide. People Can Fly, which employs over 400 staff across Poland, the UK, Canada and the US, works with partners including Microsoft, Krafton, Sony Interactive Entertainment and 2K Games. Multiple Cooldown titles are planned for launch across 2026 and 2027.