From Lighting to UX

Designing clarity, focus, and attention.

Early career · 20012 — 2013 Animation · Silvergate Media
Octonauts · Silvergate Media

THE ROLE

Lighting Artist

Lighting artists sculpt the mood of every frame. Where the key light falls, how soft the fill is, how warm or cool the rim reads — all of it shapes how the audience feels before they've registered a single line of dialogue.

  • Lit hundreds of shots across four seasons
  • Collaborated with art direction & compositing
  • Balanced cinematic mood with preschool clarity

THE CRAFT

Making light work for the story

Every scene needed light that did two jobs at once: carry the emotional beat, and steer a four-year-old's eye to exactly the thing that mattered next. No wasted pixels. No ornamental mood.

Lighting is a silent narrator — it tells you where to look, and how to feel about what you see.

THE SCENES

Different scenes, different lighting challenges.

Coral reef
Sunlit shallows
Arctic surface
Deep abyss
Pod interior
Night exterior

THE PRINCIPLES

Core lighting principles.

1

Hierarchy first

One element gets the brightest, cleanest light. Everything else falls off. The eye follows the value — every time, without exception.

2

Mood is functional

Warm light reads as safety. Cool light reads as tension. Temperature isn't decoration — it tells the audience how to feel before words can.

3

Clarity over drama

If the viewer has to squint, the shot has failed. No amount of beautiful atmosphere survives a moment of confusion about what's happening.

THE RESULTS

The results.

  • Four seasons shipped on a tight broadcast schedule — consistent lighting style across hundreds of shots.
  • Built a shot-lighting checklist that was used by junior artists in the studio.
  • Earned the trust of directors to own lighting passes solo within first month.
  • Internalised a way of seeing attention — who has it, where it's going, why — that I've used every day since.

Years later, my instincts for hierarchy and focus still come from lighting. It's the most useful thing I carry into every UX project.

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Why this matters in UX

Lighting and interface design solve the same problem with different tools: tell the eye where to go, and make the rest quiet.

In Lighting

  • Key lightMarks the subject. One thing is brightest.
  • Fill & rimShape the mood without stealing focus.
  • FalloffWhat isn't lit fades out of the story.

In UX Design

  • Primary actionOnly one thing should feel clickable first.
  • Colour & contrastSet the emotional register of the screen.
  • HierarchyWhat's de-emphasised is doing as much work as what isn't.

Every pixel of light, on purpose, or not at all.

Whether I'm lighting a deep-sea cave or a deposit screen, the job is the same: point attention at the one thing that matters, make everything else quiet, and trust the audience to read the room.

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