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Luna

Helping lighting artists work with multiple shots

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The context

Lighting is at the heart of how Pixar tells its stories. By shaping light, color, shadows, and atmosphere artists bring a 3D scene to life. At Pixar, lighting plays a critical role in storytelling, guiding emotion, focus, and the cinematic look of every shot.

The problem

Before Luna, Pixar’s lighting artists relied on third-party software that was slow and disconnected from the rest of their tools. Lighting a single film already takes months — but clunky software and slow renders made every small change a painful wait, stretching the process out even further. Something had to change.

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The solution

I was tasked with helping reimagine Pixar’s lighting workflow through Luna, a tool designed to replace traditional shot-by-shot lighting with faster, more intuitive, and procedural workflows.

The Impact

Luna made the world’s first interactive multi shot lighting world possible.

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Allowing artists to light multiple shots

My first project was to design a a first ever multi rendering editor built for parallel shot workflows, enabling artists to iterate across multiple shots simultaneously.

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Monitor enabled artists to work across multiple shots simultaneously, preview changes, and make lighting adjustments in near real time.

Show image data efficiently

To support interaction across multiple shots, I designed a flexible sidebar that adapts to display tools, image information, and layer hierarchies.

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Adding new lights

In addition to Monitor, I worked with the design team on a bunch of other workflows, such as Adding lights

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Bulk Asset Management

To make large-scale asset management more efficient, we developed a regex-like query language for performing complex bulk operations. I designed the Collections Editor, an interactive interface that enabled artists to learn the language, compose queries, and confidently manage large collections of assets.

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Designing Light shaders

Another key workflow was enabling artists to shade lights. I designed a node-based Light Paint Editor that allowed them to create and manage shaders for dome and rect lights.

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Icons and UI

I also contributed to the design system by creating UI components, design tokens, and icons to improve consistency across Pixar’s tools.

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Luna powered the lighting workflow for Toy Story 5.

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Closing

Building my first set of VFX tools taught me that designing for expert artists requires deep empathy, humility, a vision and continuous iteration. These workflows are incredibly complex, and there is rarely a single perfect solution. Working closely with artists helped me understand their craft, embrace ambiguity, and design through constant feedback and refinement.

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