HARSHAL RAVAL
The Ruins of
Eternal Silence
My first project in Unreal Engine 5 — an abandoned canyon, built and shot purely for atmosphere. Cinematic camera angles, moody lighting, and no brief to answer to but my own.
The whole environment is assembled from the Quixel Fab library, detailed until the place felt immersive and genuinely mysterious rather than merely empty.
Everything is lit with Lumen, and that is where the drama lives: the canyon reads the way it does because of the light falling through it, not because of what is standing in it.
Graded in DaVinci Resolve to deepen the mood, then finished in Premiere Pro. Two weeks start to finish, learning as I went — and I loved every minute of it.
- Unreal Engine 5
- Quixel Fab
- Lumen
- DaVinci Resolve
- Premiere Pro
Eight years,
shaping light.
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Senior Artist — Lighting
ZebuFX
- Kantara Chapter 1
- Operation Safed Sagar
Light and look-dev shots in Houdini Solaris/USD, balancing HDRI, key/fill and practical sources to match plate reference and art direction. Designed and maintain the lighting department’s Houdini digital assets — render settings, render-pass/AOV management, automated output paths. Automated the RenderMan denoise pipeline, including per-AOV variance handling and post-render processing.
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Key Artist — Lighting
MPC
- Mufasa: The Lion King
- Kraven the Hunter
- Ant-Man and the Wasp
- Pinocchio
- Chip ’n Dale
Lit photoreal CG creatures, characters and environments for feature film, matching CG illumination to live-action plates and on-set reference. Delivered shots through MPC’s Katana and RenderMan pipeline, building multi-pass AOV setups for downstream compositing. Held lighting continuity across sequences and iterated to supervisor and client notes through dailies.
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Artist — Lighting
Technicolor Creative Studios
Completed Technicolor’s VFX lighting programme and contributed to production lighting tasks under supervision.
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Artist — Lighting
88 Pictures
- Do, Re & Mi
Lit episodic animation shots to series look, delivering render passes on schedule.
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Artist — Lighting
Cosmos Maya Digital Studios
Lit and rendered animation shots across BYJU’S productions to established look targets.
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Junior Artist — Lighting
Golden Robot Animation
- Mighty Little Bheem
- Chhota Bheem: Kung Fu Dhamaka
Lit episodic and feature animation shots, building the fundamentals of key/fill design, shadow control and render-pass delivery.
- MAAC Andheri, Mumbai — AD3D EDGE, 3D Animation & VFX 2016 – 2018
- Saurashtra University — H. J. Doshi, Jamnagar — BCA, Computer Software & Media Applications 2013 – 2016
The tools my department lights with.
Alongside shot work I build the Houdini digital assets, render automation and desktop tools the lighting floor runs on. The thinking is always the same: solve a problem once, inside a tool, so nobody pays for it again on every shot.
Houdini · Solaris · USD · RenderMan · Karma · Python · PySide6 · Deadline 10
Light is the
medium.
I’m a Senior Lighting Artist with eight years in production — feature film, streaming and animation.
Light shapes the atmosphere, depth and mood of a shot, and tells the audience instinctively where to look. I work to make every frame feel physically grounded and emotionally true, drawing on a detailed knowledge of shading, materials and compositing so the CG sits inside the plate and is believed.
At MPC I lit photoreal creatures, characters and environments on Mufasa: The Lion King, Kraven the Hunter and Ant-Man and the Wasp: Quantumania through a Katana and RenderMan pipeline. I’m now senior at ZebuFX on Kantara Chapter 1 and Operation Safed Sagar, working in Houdini Solaris and USD. Alongside the shot work I build what the department runs on — the Houdini digital assets and Python tools behind our render settings, render passes and AOVs, automatic output paths from the shot context, and an automated RenderMan denoise pass.
- Experience 8 years
- Based in Bengaluru, India
- Currently ZebuFX · Senior Lighting Artist
- Focus Lighting / Look-dev
- Open to International relocation
- Houdini Solaris
- Foundry Katana
- Autodesk Maya
- RenderMan
- Arnold
- Redshift
- Karma
- Foundry Nuke
- DaVinci Resolve
- Adobe Premiere Pro
- Adobe Photoshop
- Unreal Engine 5
- Blender
- Substance Painter
- Python
- PySide / Qt
- USD
- Deadline
- Git
- AI-assisted development — Claude Code