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Welcome to Gloam, Sandrine Neill
STUDIO NEWS

Welcome to Gloam, Sandrine Neill?

Studio Gloam·8 Oct 2026·4 min read

We're delighted to welcome Sandrine Neill to Studio Gloam as a Senior Lighting Artist. Sandrine has built her career across some well known titles, developing a deep specialism in real-time cinematic lighting. We asked her a few questions to help you get to know her.

Tell us about your background - how did you get into games, and what's brought you to where you are today?

"The game industry has always been where my heart was. My first job was at Playground Games as a junior lighting artist. From there, I worked at Sumo Digital on projects including Vampire: The Masquerade Bloodlines 2 and Warframe. Working on those projects, I found that real-time cinematic lighting was where my passion was. I hope to bring that passion to many projects in the future!"

From Forza Horizon 5 to Vampire: The Masquerade Bloodlines 2 and Warframe, Sandrine has developed deep knowledge of cinematic lighting, platform optimisation, and look development across a genuinely varied range of titles.

Why Studio Gloam?

"Lighting teams are often small in games. I love the chance to work with fellow Lighting Artists. Having a wider group to bounce ideas off and receive feedback is what drew me towards Gloam."

Studio Gloam gives lighting artists something rare: a community of peers who share the same obsessions, speak the same language, and push each other to do better work. That's by design.

What do you love about your craft?

"It's always so fun to help with narrative craft within games. Lighting often sets mood and atmosphere. I also love trying to emphasise the lovely work done by other departments. Environment, animation, VFX: it's my job to make their work sing."

Light is the last layer, the thing that pulls everything together and makes it feel like a world rather than a collection of assets. Sandrine understands that instinctively.

What's your favourite scene you've lit?

"I loved working on the Ysabella Moore nightclub cutscenes in Vampire: The Masquerade Bloodlines 2. Mixing the game's neo-noir art direction with the aesthetics of a bloody nightclub was an exciting challenge. Lighting a character with an over-the-top personality is always a good time. I enjoy playing around with bright, vibrant colours."

This is exactly the kind of work Studio Gloam exists to support. Technically demanding, creatively ambitious, and deeply tied to narrative. A scene that has to feel like a world.

What's your favourite game lighting right now?

"Right now, I'm really enjoying the aesthetics of Alan Wake 2. I really appreciate their approach to lighting in general, and how the game wears its inspirations on its sleeves."

Remedy's approach to lighting in Alan Wake 2 is widely regarded as some of the best in the industry. The fact that Sandrine is studying it closely tells you everything about how seriously she takes her craft.

Outside of work, what are you into?

"My main passion outside work is fantasy and sci-fi novels. Ursula Le Guin is a hero of mine. I'm also slowly teaching myself to draw and paint again, experimenting with soft pastels. Hiking is a passion of mine too. On weekends I'm often found in Northumberland's hills."

Someone who spends her working hours crafting light and her weekends walking in it. Fits right in.

Welcome to the team, Sandrine. We can't wait to see what you make sing.