Enrique Muñoz / Los Angeles
Senior Cinematic
Lighting Artist
Lighting / Look development / Compositing / Real-time
Hold focus to let the image take over
Lighting Artist
Game Cinematics
Final Image
Profile / Los Angeles
I amEnriqueMuñoz
The frame is the point where every production decision becomes visible.
Enrique works across lighting, look development, rendering, compositing, and real-time production. The focus stays on one thing: making the image read, hold together, and carry the intended feeling through delivery.
Enter the profileSelected productions / Contribution led
Three frames.
Three production worlds.
Game cinematics, dark fantasy, and feature-film VFX. Each profile separates Enrique’s documented role from what remains unconfirmed.
View the full index
01 / 06
Open project ↗
Game cinematic / Cinematic lighting
Overwatch: Dragons
Blizzard Entertainment
Character-driven cinematic work from Enrique’s Blizzard portfolio.
View contribution
02 / 06
Open project ↗
Game cinematic / Cinematic lighting
Diablo Immortal
Blizzard Entertainment
A dark-fantasy lighting entry from Enrique’s Blizzard portfolio.
View contribution
03 / 06
Open project ↗
Feature film VFX / Lighting + final-image work
The Amazing Spider-Man 2
Feature film
Photoreal feature-film imagery presented in Enrique’s public portfolio.
View contribution
Final-image practice / 04
The image is not finished when the render ends.
Enrique’s résumé documents hands-on work across lighting, shaders, materials, rendering, deep compositing, color management, pipeline tools, and technical troubleshooting.
- 01Shape the visual target
- 02Build the lighting system
- 03Carry the frame through finish
Across the frame / Production disciplines
Light.
Look.
Finish.
Not service packages. These are the connected disciplines Enrique brings into a production when the image has to become coherent, cinematic, and deliverable.
01
Cinematic lighting
Character, environment, and sequence lighting shaped around story, atmosphere, continuity, and the final frame.
02
Look development
Materials, shaders, and visual targets developed for both photoreal and stylized production.
03
Compositing + integration
Deep compositing, Nuke tooling, color-managed workflows, and practical shot finishing.
04
Real-time production
Unreal Engine lighting rigs, Lumen, cinematics, optimization, and production-ready handoff.
Production record / Résumé verified
A career moving with the image.
From commercial VFX and feature-film pipelines to animated features, game cinematics, and current real-time production.
Film foundations
Digital Domain · DreamWorks · Sony Pictures Imageworks
Feature animation
Walt Disney Feature Animation · shot and sequence lighting
Cinematic leadership
Lighting workflows · artist review · mentorship · production tools
Real-time now
Unreal Engine · Lumen · cinematic rigs · current production practice
The next frame / Production conversations
Put the image
in the right light.
For senior and lead lighting roles, cinematic production, real-time work, and final-image support.