Jason Keith
Jason Keith
Lighting Artist
Placentia, CA, United States

Summary

I’m a creative, technically-driven game industry professional with 19 years of experience—11 of those focused exclusively on lighting. I believe lighting has the greatest impact on a game's final visual identity. It bridges art and technology, shaping atmosphere, storytelling, and gameplay through exposure, material response, silhouettes, contrast, and mood.

Most recently, I led the world lighting, atmospheric design, and color grading for Civilization VII, collaborating closely with engineering to develop next-gen lighting tech on a new engine. This system also powered the leader lighting in the front-end and diplomacy cutscenes.

Previously at Treyarch, I designed lighting workflows that became foundational to the studio’s daily development, boosting both consistency and efficiency across teams. My deep understanding of real-time lighting, pipelines, and asset reuse has consistently contributed to high-quality, visually cohesive games delivered on time and within budget.

I’ve contributed to major AAA franchises including Civilization, Marvel, Call of Duty, Overwatch, and Halo. I stay current with emerging technologies, lighting techniques, and tools to continuously push visual storytelling in games.

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Skills

LightingColor GradingEnvironment ModelingProp Modeling3D Printing3D ModelingUV MappingPBR TexturingTone Mapping

Software proficiency

Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Photoshop
Photoshop
Illustrator
Illustrator
Unreal Engine
Unreal Engine
DaVinci Resolve
DaVinci Resolve
Substance 3D Painter
Substance 3D Painter
Quixel Suite
Quixel Suite
Radiant
Radiant

Productions

    • Video Game
      Civilization Franchise
    • Year
      2024
    • Role
      Lead Lighting Artist
    • Company
      Firaxis Games
    • Video Game
      Marvel's Midnight Suns
    • Year
      2022
    • Role
      Lead Cinematic Lighting Artist
    • Company
      Firaxis Games
    • Video Game
      Call of Duty Black Ops Cold War
    • Year
      2020
    • Role
      Lighting Artist
    • Company
      Treyarch
    • Video Game
      Call of Duty Black Ops 4
    • Year
      2018
    • Role
      Lighting Artist
    • Company
      Treyarch
    • Video Game
      Call of Duty Black Ops 3
    • Year
      2015
    • Role
      Lighting Artist, Environment Artist
    • Company
      Treyarch
    • Video Game
      Overwatch
    • Year
      2016
    • Role
      Environment Artist
    • Company
      Blizzard Entertainment
    • Video Game
      Halo Combat Evolved Anniversary
    • Year
      2011
    • Role
      Environment Artist - Assets Reused from Halo Reach
    • Company
      343 Industries via Bungie
    • Video Game
      Halo Reach
    • Year
      2010
    • Role
      Environment Artist
    • Company
      Bungie
    • Video Game
      Halo 3 ODST
    • Year
      2009
    • Role
      Environment Artist
    • Company
      Bungie
    • Video Game
      Halo 3
    • Year
      2007
    • Role
      Environment Artist
    • Company
      Bungie

Experience

  • Senior Cinematic Lighting Artist at Firaxis Games
    Sparks Glencoe, US
    August 2021 - September 2025

  • Artist II at Treyarch
    Santa Monica, CA, United States of America
    May 2015 - Present

    Lit environments and in game cinematics. Utilized color grading and tone mapping to achieve a final look. Created 3D assets and was point artist for numerous environments in the Call of Duty video game franchise.

  • Artist at Blizzard Entertainment
    Irvine, CA, United States of America
    January 2012 - July 2013

    Created 3D props, environments, and lighting solutions for Team 4 / Project Titan / Overwatch.

  • Artist (Contract) at Bungie
    Kirkland, WA, United States of America
    August 2006 - June 2010

    Created numerous environments and countless dynamic objects, including human, alien, and organic themes. Objects included variants, destructibility states, Havok physics, animation, and AI interaction. Environment work included lighting, finish modeling, UV unwrapping and final texturing of BSP terrains and alien architectural structures.

    Successful interaction with peers and supervisors in a unique remote work environment.