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Graham Cunningham

Graham Cunningham

Senior Lighting/Compositing Artist, Generalist, Instructor

Talent
IrvineMember since October 19, 2026
Lighting & CompositingLook developmentLayout & QCPhotographyKatanaNukeMayaRendermanRedshiftArnoldRVSubstance PainterMari
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Lighting & CompositingLook developmentLayout & QCPhotographyKatana

About

Senior Lighting & Compositing Artist (Aug 2025-Jan 2026): Overwatch Animated Short | “Reign of Talon” opening morgue sequence (minus 3 overhead shots), using Katana, Redshift, Nuke. On-set data capture, facial reference photography and HDRI creation for asset look-dev, Unannounced Project. Published light-rig allowing look-dev artists to render their assets matching directly to reference photography in the same lighting, elevating quality & realism.

Experience

Senior Lighting/Compositing & Layout Artist at Blizzard Entertainment (2025-08 – 2026-08)

  • Senior Lighting & Compositing Artist (Aug 2025-Jan 2026):
  • Overwatch Animated Short | “Reign of Talon” opening morgue sequence (minus 3 overhead shots), using Katana, Redshift, Nuke.
  • On-set data capture, facial reference photography and HDRI creation for asset look-dev, Unannounced Project. Published light-rig allowing look-dev artists to render their assets matching directly to reference photography in the same lighting, elevating quality & realism.
  • “In-Game Cinematics” for World of Warcraft 12, using Katana, Redshift and Nuke. Partnered with Lighting Lead to light and render entire sequences in a dynamic and fast-paced schedule, working independently and tracking notes in Flow.
  • Layout & QC Artist (Feb 2026 – Aug 2026):
  • Built a new “Preview” light-rig used in all upstream rendering across the department (anim, layout, sim, etc.), enabling artists to better evaluate their work, easing QC and saving artist time and render cycles.
  • Performed environment layout tasks, asset management and scene optimization in Renderman and Redshift render pipelines.
  • Final frame QC for lighting/compositing delivery, as well as upstream department renders, helping ensure highest quality studio output.
  • Ported lighting setups to USD and tested new tools & workflows.

Part-time Instructor at Chapman University (2023-08 – Present)

  • Teach and mentor VFX and animation students at Dodge College of Film and Media Arts, Chapman University. Evenings, 2 courses/semester.
  • AVE242: Compositing for Visual Effects (introduction to Nuke)
  • AVE402: Advanced CG for Visual Effects (lighting and look-dev using Maya, Arnold, Nuke, and Substance Painter)
  • AVE469: On-set & Postproduction VFX Supervision
  • AVE498: Animation & VFX Senior Thesis Film Projects (provide lighting & compositing feedback & technical guidance)

Online Course Creator at Self-employed (2024 – Present)

  • Foundry: Learn - Practical Lighting with Katana and Arnold
  • The Gnomon Workshop: Practical Lighting for Production | The Gnomon Workshop
  • The Gnomon Workshop: Cinematic Lighting Shot Production | The Gnomon Workshop

Senior/Lead Lighting/Compositing & Look Development Artist at Blizzard Entertainment (2007 – 2024)

  • Senior/Lead Lighting & Compositing Artist (Jan 2007 – Feb 2022):
  • Lead Lighting and Compositing Artist for multiple award-winning cinematics. Guided teams of artists from pre-production through to final delivery, managing tight deadlines, maintaining overall look and color balance, and achieving quota targets. Overwatch, Overwatch 2, Diablo III, StarCraft II, and Heroes of the Storm.
  • Senior Lighting and Compositing Artist, elevating visual quality across major franchises including World of Warcraft expansions, Overwatch, Overwatch 2, Diablo III, Diablo Immortal, and StarCraft II.
  • Collaborated with directors, art directors, and cross-functional teams to develop key shot lighting solutions and support asset and FX deliveries.
  • Look Development Artist (Mar 2022 – Mar 2024):
  • Primary artist responsible for location HDRI capture, facial and object reference photography, and map processing & calibration to create turntable light-rigs, allowing direct CG to reference photography comparison, and ensuring quality and consistency for the look-development & surfacing team.
  • Built custom shading networks, prototyped materials, migrated assets between projects, and provided technical support to texturing artists.
  • Texturing and surfacing work in Mari and Katana for assets in World of Warcraft expansions, Diablo IV, and Overwatch 2.

Lead 3D Artist / Generalist at Rocket Science VFX and other boutique VFX facilities (1997 – 2007)

  • 3D VFX shot production and asset creation for various feature film, television, and commercial projects in small fast-paced production environments.
  • Led teams of 3D artists to deliver high quality visuals within time and budget constraints.
  • Generalist tasks: 3D modeling, pre-visualization, animation, camera tracking, camera projection, FX, look-dev, lighting and compositing.

Education

Diploma in Computer Graphics Imagery – Seneca Polytechnic, Toronto

Skills

Senior Lighting/Compositing ArtistGeneralistInstructor

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