Day 20 - 💬 Take - The Lighting Skill Gap in Technical Art

General / 28 May 2026

Technical artists tend to think about lighting as a performance problem. It's also a storytelling tool, and that half gets overlooked.

The title might be a slight overstatement. I've only spent brief stretches of my career fully invested in doing lighting. But those periods taught me a lot about how lighting affects everything downstream, post-processing, bloom, exposure, color grading. I also used photography as a stepping stone: understanding how light controls mood and tone, and how you can use it deliberately to direct the eye or reinforce a narrative.

A well-lit scene leads attention. A poorly lit one lets it wander.

source: Resident Evil 7

The Technical Artist's Default

Most technical artists approach lighting primarily as a performance concern. How many dynamic lights are in range? Can we bake this? Are the shadow maps eating the budget? That instinct isn't wrong, lighting can be extremely expensive, and keeping it under control matters.

But the instinct can tip too far. I've seen lighting stripped back to the point where it sacrifices the intended look entirely. There's always a balance to strike between performance and artistic intent, and defaulting too hard to performance loses the plot.

The Student Blind Spot

I see a different version of the same gap with students. They'll spend weeks on a material or a model, getting every detail right, and then present it flat-lit in a gray viewport. The work can't speak for itself in that context.

Working on an asset means wanting to present it as well as possible. Knowing where to add or pull light to emphasize the storytelling matters. In a game environment, not every asset can be a hero prop, and lighting, just as in a film production, can hide a lack of detail where it doesn't matter, and draw attention to where it does.

A simple example: if you're building a horror environment, you don't fill the darkest corners with dense detail. With no light reaching those areas, the player won't see it. Understanding that is set dressing; it's also lighting.

A Note on Deferred vs Forward

Lighting in deferred rendering is generally cheaper per light than in forward rendering, though both have trade-offs.

In forward rendering, each light evaluates its contribution per-fragment, for every piece of geometry within its range, so the cost scales with the number of lights multiplied by the geometry they touch. In deferred rendering, geometry is rendered once to a G-buffer (storing normals, albedo, roughness, depth, and so on), and then lighting is evaluated in screen-space per pixel against the G-buffer data. Lights only operate on what's visible on screen, not on geometry, which makes adding more lights significantly cheaper.

That said, neither system is free. Not every light should cast dynamic shadows, shadow maps have resolution budgets and runtime cost, and using them indiscriminately is how a scene's frame budget disappears. Knowing which lights earn a dynamic shadow and which don't is part of the skill.

Source: learnopengl.com

The Broader Point

Having a basic understanding of how lighting works, how it interacts with surfaces, how it controls mood, and what it costs, is useful regardless of your specific discipline. Whether you're a material artist trying to present your work convincingly, or a technical artist optimizing a pipeline, lighting is part of the picture.

It's one of those areas where a little knowledge goes a long way.

© 2026 Stefan Groenewoud, All views are my own, not those of my employer.