Deb Santosa

On Set Lighting TD at Lightstorm Entertainment
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Contact Information
us****@****om
(386) 825-5501
Location
United States, US

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5.0

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Joel Hornsby

Deb is an amazing artist. Her brain was on fire when I worked with her. She consistently kicked all kinds of ass no mater what insane or completely horrifying situation we were put it. I highly recommend her and her work.

Tim Gross

Rock solid, accomplished 3d artist. Great personality and all around outstanding person.

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Experience

    • Movies, Videos, and Sound
    • 100 - 200 Employee
    • On Set Lighting TD
      • Jun 2022 - Present

    • United States
    • Movies, Videos, and Sound
    • 300 - 400 Employee
    • Co- Lead / Sr. Lighting Artist
      • Aug 2021 - Jun 2022

      Thor: Love and Thunder [2022] • Sr. Lighting Artist For All Mankind: Season 3 [2022] • Co-Lead / Sr. Lighting Artist • In charge of creating and managing lighting template files and light rigs for moon surface and spaceship Sojourner sequence • Commissioned to help with macro setups within sequence template • Adapted and optimized elements from previous seasons, while maintaining consistency and continuity • Communicated with productions, supervisors, department leads and members to ensure expectations, directions and deadlines are met • Helped lighting team members troubleshoots problems and offer solutions • Lit multiple shots across 3 episodes, managed render layers and optimized render settings for final render Tools: Katana, Renderman, Nuke Show less

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Look Dev Artist
      • Jun 2021 - Aug 2021

    • United Kingdom
    • Advertising Services
    • 700 & Above Employee
    • Sr. Lighting Artist
      • Mar 2021 - Jun 2021

    • United States
    • Media Production
    • 1 - 100 Employee
    • Look Dev / Lighting Artist
      • Feb 2021 - Feb 2021

    • Digital Artist
      • Jul 2020 - Nov 2020

    • Digital Artist
      • Jul 2019 - Mar 2020

      Product launch media. Product launch media.

    • United States
    • Movies, Videos, and Sound
    • 100 - 200 Employee
    • Sr. Look Dev / Lighting Artist
      • Feb 2019 - Apr 2019

  • Apple via Logan
    • Sunnyvale, CA
    • Digital Artist
      • Jun 2018 - Sep 2018

      Product launch media. Product launch media.

    • Canada
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Sr. Look Dev / Lighting Artist
      • Dec 2017 - Jun 2018

      The First: Season 1 [2018] Rocket launch FX volume exports look dev •Worked and collaborated with FX team to define look and feel for FX volume exports •Published shader to use across rocket launch sequence as a base template for shots consistency Earth look dev and lighting •Worked and collaborated with FX team to develop methodology for FX cloud layout for shots containing earth •Constructed shading network for earth, FX cloud and lit shot MTV space station and earth look dev and lighting •Worked and collaborated with VFX Supervisor to develop look and feel of MTV space station •Constructed shading networks for MTV space station and Earth •Collaborated with Comp Supervisor to determine methodology and layer output •Lit shot to integrate with live action plate Other show duties: •Researched and gathered data and visual references of real life facts and events •Managed render layers and optimized render settings for final render •Helped set up other shows to use methodology for FX cloud rendering Ad Astra [2019] • Took part in early development of Vesta space station and Earth Tools: Katana, Renderman, Nuke Show less

    • Canada
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Sr. Look Dev / Lighting Artist
      • Jul 2017 - Oct 2017

      Stranger Things: Season 2 [2017] Vine lighting • Light CG vines to match and integrate to existing live action vines on plate FX atmosphere look dev, Rift Chamber lighting • Responsible for maintaining master light rigs and atmosphere FX live group for a team of lighters to use in sequence inside Rift Chamber • Designed and developed elevator light rays look within the FX atmosphere • Worked and collaborated with Comp Supervisor and Leads to determine layer output • Lit key shots to set look and mood for sequences inside Rift Chamber and integrate with live action plate • Lit a series of shots for one of the Rift Chamber sequence Demogorgon dogs lighting • Light Demogorgon dogs to match and integrate to live action plate Other show duties: • Worked and collaborated with FX team to develop look for synapse FX using Houdini export datas Tools: Katana, Renderman, Nuke Show less

    • Entertainment
    • 700 & Above Employee
    • Sr. Look Dev / Lighting Artist
      • May 2017 - Jun 2017

      Thor: Ragnarok [2017] Commodore spaceship and escape tunnel look dev and lighting • Developed and constructed shading networks for Commodore spaceship and escape tunnel • Worked with texture artists to achieve the desired look of assets • Lit shot to integrate with live action plate Other show duties: • Developed and constructed shading networks for Warsong spaceship Tools: Maya, V-ray, Nuke Thor: Ragnarok [2017] Commodore spaceship and escape tunnel look dev and lighting • Developed and constructed shading networks for Commodore spaceship and escape tunnel • Worked with texture artists to achieve the desired look of assets • Lit shot to integrate with live action plate Other show duties: • Developed and constructed shading networks for Warsong spaceship Tools: Maya, V-ray, Nuke

    • Canada
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Sr. Look Dev / Lighting Artist
      • Apr 2016 - Feb 2017

      Ghost in the Shell [2017] Hycop helicopter and gunmen look dev and lighting, environment lighting • Developed and constructed shading networks for Hycop helicopter and Hycop gunmen • Worked with modelers and texture artists to achieve the desired looks of assets • Lit shot to integrate with live action plate • Creatively lit an all CG shot while maintaining sequence continuity Other show duties: • Worked with Dev and FX department to help studio with standardizing Houdini to Katana workflow • Managed render layers and optimized render settings for final render Tools: Katana, V-ray, Nuke Rogue One [2016] • Look Development / Lighting Artist • Constructed a shader network for Darth Vader’s helmet and mask to match the look and feel of live action props • Painted and/or generated procedural textures to match props • Responsible for helmet and mask lighting and rendering for the sequence Tools: Katana, V-ray, Nuke Allied [2016] • Look Development / Lighting Artist • Developed look and methodology for volumetric search lights rendering • Responsible for lighting shots containing a crashing bomber plane, managed render layers and optimized rendering settings for final render Tools: Katana, V-ray, Nuke Star Trek: Beyond [2016] • Look Development / Lighting Artist Kalara ship look dev and lighting • Worked and collaborated with DFX supervisor to define look and feel of injured mysterious Kalaras ship • Developed and constructed shading networks for Kalaras ship Abernath cradle and magical liquid look dev and lighting • Developed and constructed shading networks for Abernath cradle and magical liquid • Matched look and behavior of magical liquid shader to integrate with live action plate • Lit shot to integrate with live action plate Other show duties: • Developed and constructed shading networks for Abernath box • Packaged Abernath box asset to share with other facilities and vendors Tools: Katana, V-ray, Mudbox, Nuke Show less

    • Entertainment
    • 700 & Above Employee
    • Sr. Lighting Artist
      • Mar 2016 - Apr 2016

      X-Men: Apocalypse [2016] • Lit CG assets to integrate and match to live action plate lighting • Responsible to pick up a few unfinished shots and took them to final • Managed render layers and optimized render settings for final render All I See is You [2016] • Responsible to pick up an unfinished shot and took them to final • Managed render layers and optimized render settings for final render Tools: Maya, V-ray, Nuke X-Men: Apocalypse [2016] • Lit CG assets to integrate and match to live action plate lighting • Responsible to pick up a few unfinished shots and took them to final • Managed render layers and optimized render settings for final render All I See is You [2016] • Responsible to pick up an unfinished shot and took them to final • Managed render layers and optimized render settings for final render Tools: Maya, V-ray, Nuke

    • Entertainment
    • 700 & Above Employee
    • Sr. Look Dev /Lighting Artist
      • Nov 2015 - Jan 2016

      Deadpool [2016] Hellicarrier support look dev and lighting • Worked and collaborated with department supervisors and texture artists to define look and feel of assets • Developed look and constructed shading networks for Hellicarrier support • Lit shots while maintaining continuity Other show duties: • Responsible for constructing over 20 shaders for BG props and a digital double • Developed look and constructed shading networks for other hero assets (Beam and Container door) • Lit key shots containing hero assets container door to integrate and match to live action plate • In shot look dev and lit CG interior set to integrate with talent(s) shot against green screen Tools: Maya, V-ray, Mari,Nuke Show less

    • United States
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • VFX Artist
      • Apr 2015 - Jun 2015

      Nest Nest

    • Canada
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Sr. Look Dev / Lighting Artist
      • Jan 2015 - Apr 2015

      The Walk [2015] • Worked and collaborated with VFX and CG Supervisor to develop look and feel of water surrounding Manhattan • Constructed shading networks for water • Created template and set up light rig to use in sequences/shots • Responsible for rendering all shots containing water • Lit, managed and optimized over a dozen New York City shots Tools: Maya, Katana, V-ray, Nuke The Walk [2015] • Worked and collaborated with VFX and CG Supervisor to develop look and feel of water surrounding Manhattan • Constructed shading networks for water • Created template and set up light rig to use in sequences/shots • Responsible for rendering all shots containing water • Lit, managed and optimized over a dozen New York City shots Tools: Maya, Katana, V-ray, Nuke

    • VFX Supervisor
      • Oct 2014 - Dec 2014

      Delve Delve

    • Entertainment Providers
    • 1 - 100 Employee
    • On-Set / VFX Supervisor
      • Nov 2013 - May 2014

      Whipping Boy [2014] Whipping Boy [2014]

    • On-Set VFX Supervisor
      • Apr 2013 - Apr 2013

      Delve Delve

    • United States
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Lead Look Dev / Lighting Artist
      • Sep 2012 - Apr 2013

      After Earth [2013] Topo look dev and lighting • Worked and collaborated with VFX and CG Supervisors to develop methodology • Developed look and constructed shading networks for a navigation system in Hesper spaceship called Topo • Created light rigs to distribute to shots for final renders • Match and integrate CG assets lighting to live action plates • Responsible for lighting and maintaining continuity for all shots containing Topo Other show duties: • Fill in and took charge in absence of department supervisors/leads • Developed look and constructed shading networks for other hero assets (holographic GUI and a curtain door) • Designed efficient render layers and passes to use in shots Tools: Maya, V-ray, Arnold, Illustrator, Photoshop, Nuke Show less

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Sr. Look Dev / Lighting Artist
      • Oct 2011 - Mar 2012

      The Avengers [2012] Helicarrier interior look dev and lighting • Developed look and constructed shading networks for interior of Helicarrier and digital doubles to use in different times of day scenario • Created light rigs to distribute to shots for final renders • Managed render layer and passes and optimized render setting for shots containing Hellicarrier Tools: Maya, Mental Ray, Nuke The Avengers [2012] Helicarrier interior look dev and lighting • Developed look and constructed shading networks for interior of Helicarrier and digital doubles to use in different times of day scenario • Created light rigs to distribute to shots for final renders • Managed render layer and passes and optimized render setting for shots containing Hellicarrier Tools: Maya, Mental Ray, Nuke

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Lead Look Dev / Lighting Artist
      • Feb 2011 - Jul 2011

      Cirque du Soleil: World’s Away [2012] Vermiculite look dev and lighting • Worked and collaborated with VFX, Comp Supervisors and FX department to develop methodology • Matched look based on references provided and constructed shading networks for a coarse sand-like mineral called Vermiculite • Created light rigs to distribute to shots for final renders • Lit all shots in sequence containing Vermicullite to integrate and match to live action plate • Managed render layer and passes and optimized render setting for shots Other show duties: • Worked and collaborated with layout artist to set timing and built base for Vermicullite FX simulation and lighting Tools: Maya, Mental Ray, Nuke Show less

    • Advertising Services
    • 300 - 400 Employee
    • VFX Artist
      • Nov 2010 - Nov 2010

    • Entertainment
    • 700 & Above Employee
    • Lighting Artist
      • Sep 2010 - Nov 2010

      Tron: Legacy [2010] Environment lighting •Lit environment to integrate with live action plate and maintain sequence consistency •Lit Rinzler character to match live action plate and provide compers with additional render layers for CG environment integrations •Managed assets, render layers, passes and optimized settings for final renders Tools: Maya, V-ray, Nuke Tron: Legacy [2010] Environment lighting •Lit environment to integrate with live action plate and maintain sequence consistency •Lit Rinzler character to match live action plate and provide compers with additional render layers for CG environment integrations •Managed assets, render layers, passes and optimized settings for final renders Tools: Maya, V-ray, Nuke

    • United States
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Sr. Look Dev / Lighting Artist
      • Mar 2010 - Jun 2010

      Priest [2011] Statues look dev and lighting •Developed and constructed shading networks for statues and their integration to live action ground plate •Worked with modeler and texture artist to achieve the desired looks of assets Trains and Train Tracks look dev •Developed and constructed shading networks for trains to match live action box cars and their integrations •Painted and altered generated texture maps to use with shaders •Created light rigs to distribute to shots for final renders Other show duties: •Fill in and took charge in absence of department supervisors/leads •Collaborated and worked with department supervisors and leads to develop show pipeline •Developed and constructed shading networks for props and set extension •Designed efficient render layers and passes to use in shots Tools: Maya, Mental Ray, Nuke Show less

    • United States
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • CG Artist / Lead / Supervisor
      • Sep 2004 - Feb 2010

      Various Short Forms Projects (Complete list of projects and roles available upon request) Underworld: Evolution [2006] • Generalist Various Short Forms Projects (Complete list of projects and roles available upon request) Underworld: Evolution [2006] • Generalist

    • Advertising Services
    • 300 - 400 Employee
    • VFX Artist
      • Jan 2008 - Jan 2008

    • United States
    • Movies, Videos, and Sound
    • 300 - 400 Employee
    • VFX Artist
      • Jan 2007 - Feb 2007

      Budweiser Budweiser

    • VFX Artist
      • Nov 2006 - Nov 2006

    • United States
    • Advertising Services
    • 100 - 200 Employee
    • VFX Artist
      • Nov 2006 - Nov 2006

    • United States
    • Design Services
    • 1 - 100 Employee
    • VFX Artist
      • Mar 2006 - Apr 2006

      HGTV HGTV

    • Animation and Post-production
    • 100 - 200 Employee
    • VFX Artist
      • Sep 2004 - Dec 2004

      Hitachi Hitachi

    • United States
    • Broadcast Media Production and Distribution
    • 1 - 100 Employee
    • CG Artist / Lead
      • Oct 1997 - Sep 2004

      Various Short Forms Projects (Complete list of projects and roles available upon request) Various Short Forms Projects (Complete list of projects and roles available upon request)

Education

  • Academy of Art University
    BFA, Computer Art
    1993 - 1997

Community

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