Sheldon F.
Principal CG Artist | Advanced Visualization SME | Shipped [20+] real-time VR projects & digital twins | Game Design Instructor | Indie Game Lighter working on an indie horror title
- Role
- Principal Lighting Artist at Frame Story Interactive
- Location
- Seattle, WA, US
- LinkedIn followers
- 500 followers
About Sheldon F.
Over the past decade, I have dedicated my career to creating immersive worlds that connect individuals to intricate systems through storytelling, design, and cutting-edge technology.At Boeing, I hold the position of Support Multimedia Design Specialist where I lead the development of high-fidelity virtual reality simulations, digital twins, and interactive media for engineering, maintenance, and flight training. My role extends beyond mere visual creation; I am actively involved in problem-solving and the translation of complex systems into engaging experiences that adhere to the highest industry standards. Functioning as the Advanced Visualization SME, I lead in the development of customized applications for engineering and training.Beyond the confines of the hangar, I founded SFrench Digital, where I specialize in Unreal Engine lighting and look development. By integrating Autodesk and Adobe tools, I bring cinematic narratives to life. This creative independence enables me to push visual boundaries and apply emerging technologies to aerospace applications with a fresh perspective.In the educational realm, I contribute to the next generation of creators. As a part-time game design instructor, I mentor students in developing portfolio-ready game demos, guiding them through real-time production pipelines utilizing Unreal Engine and professional-grade workflows. Our curriculum encompasses a comprehensive range of topics, from pitch decks to quality assurance testing, as I firmly believe in preparing future creators for the demands of the real world, not solely the classroom environment.I bridge the gap between engineering and artistry, simulation and storytelling, as I firmly believe that function and beauty are inherently intertwined.
Experience
Principal Lighting Artist
Jul 2025 — Present
As the Principal Unreal Engine Lighting Artist for our upcoming indie horror game CLUCK, I am responsible for shaping the entire mood, atmosphere, and tension through dynamic and narrative lighting. I translate the Project Lead\'s vision into terrifying reality, ensuring that every shadow and beam of light enhances the player\'s sense of dread and vulnerability.Key Responsibilities:•Atmospheric Storytelling: Design and implement all in-game lighting setups using Unreal Engine 5 (UE5), focusing on psychological horror principles to guide player attention, mask threats, and build suspense.•Performance and Optimization: Proficiently manage the balance between stunning visual quality and optimal performance, utilizing features like Lumen and Nanite where appropriate, and mastering bake/dynamic lighting techniques for console and PC.•Pipeline Development: Establish and refine the lighting pipeline, including creating Master Light Blueprints, material functions, and workflows for efficient environment artists integration.•Collaborative Vision: Work closely with the Art Lead, Engineering, Level Designers, and Environment Artists to ensure lighting is fully integrated with level design, gameplay mechanics (e.g, jump scares, safe zones), and overall art direction.•Troubleshooting and Quality Control: Conduct regular lighting passes, debugging, and quality assurance to eliminate light leaks, resolve rendering issues, and maintain a consistent, high-fidelity visual standard across all levels.• Owned look-dev and lighting systems for real-time and cinematic shots, balancing aesthetics and performance via poly/LOD planning, material/overdraw control, and Lumen/DXR ray tracing, validated with GPU Visualizer & Unreal Insights to hit strict frame budgets.
Education
Savannah College of Art and Design
Bachelors of Fine Arts, Animation
2008 — 2012
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