NATALIJA ILIC
Cinematic Camera & Lighting Lead — Film & AAA
About

I’m Natalija Natasa Ilić (formerly known as Natasha Petrovic), a Cinematic Camera Lead working across film and AAA games.My work is focused on real-time storytelling through camera — building emotion, rhythm, and player experience inside interactive sequences.With a background in VFX, animation, and full production pipelines, I combine technical precision with cinematic direction, using lighting as a core narrative tool.My work spans more than 20 years across film, VFX, animation, commercials, and AAA game production.I started in full CG and postproduction pipelines, working across camera tracking, compositing, animation, lighting, and technical execution for film, TV, and commercial projects. Over time, that foundation grew into broader creative and production responsibility — from full pipeline ownership and independent production work to creative direction and cross-disciplinary leadership.Today, my focus is cinematic camera, lighting, and level design in AAA games, where I lead camera direction, visual language, shot composition, lighting, pacing, spatial composition, and real-time storytelling in Unreal Engine. My background across VFX, animation, live-action integration, environment art, and production pipelines allows me to approach sequences and spaces not as isolated shots or levels, but as complete narrative systems built for emotion, clarity, gameplay readability, and player experience.
Experience
Virtuos
Industry / Games
Lead Level Artist
June 2026 - September 2026
Room 8 Studio
Industry / Games
Trailers Project Lead
February 2025 - May 2026
Senior Cinematic Unreal Engine Artist (Camera/Lighting Lead)
October 2024 - February 2025
Harmonity Group
Industry / Games
Senior 3D Generalist (Principal)
February 2023 - June 2024
Senior 3D Generalist
February 2023 - February 2023
Open Studio, Belgrade Serbia
Industry / Movie / Animation and VFX
Lead Lighting , Environment and Camera Artist
July 2022 - February 2023
MARVINTECH
Industry / Games
Producer
June 2021-June 2022
Lead Game Designer
December 2019 - June 2021
Independent Production - Beaming Onion SP
Industry - Movie/Games
end-to-end production of VFX, animation, VR, and game projects
Sep 2016 – Dec 2019
Serbian National Lottery-DLS
Industry / Games
Creative Director
October 2015 - September 2016
Open Studio, Belgrade Serbia
Industry / Movie / Animation and VFX
Lead 3D Generalist / Technical Director (Full Pipeline)
May 2010 - September 2015
Senior 3D Generalist
May 2007 - May 2010
Helium, Belgrade Serbia
Industry / Movie / Animation and VFX
3D Generalist
May 2005 - April 2007
Tools

Work
Deleted (2023)
Director : Zoran Krstic
Unreal Engine 5.1 using Lumen

Lead Lighting ,Camera and Environment Artist /UnrealEngine
Owned Camera, Environment & Lighting Direction (Unreal Engine, real-time)
Hybrid dystopian feature
In partnership with Mir Media, supported by Film Center Serbia and Epic Games/3Lateral, Open Studio were working on a new feature DELETED.
Monsters in My Head – Protector of the Realm (2024)
3D Platformer / Narrative Adventure
Selected for 80 Level’s The Museum in Space
Unreal Engine 5.4 using Lumen
Author: Natasa Natalija Ilic / Soto
The Museum in Space experience: Created by KozLabs for 80 Level
Fortnite island code: 3269-4521-3309
Visit The Museum in Space on Fortnite
In 2024, Monsters in My Head – Protector of the Realm was selected from an international open call for The Museum in Space, 80 Level’s curated Fortnite exhibition featuring digital artists from around the world.
The story follows Riza and Ilija, who are sent to save their homeland but arrive after it has already been devastated.The privileged and politically connected live in protected habitats with access to clean drinking water and uncontaminated food, while the rest of the population is left to suffer. Toxic exposure and deprivation have transformed their bodies, leaving them with green skin, scars, and severe physical deformities.Riza and Ilija operate as smugglers under the cover of a mobile fast-food service. Secretly delivering clean water and food to the population, they help people recover while supporting their struggle to overthrow the corrupt government responsible for the destruction of their land.
IMMERSIVE VR EXPERIENCE — UAE ROYAL PROJECT (2017)
Unreal Engine 4 — VR
Project Lead for a large-scale immersive VR experience developed for a UAE royal client. Led the overall project development, with primary responsibility for environment art, lighting, visual direction, and final real-time presentation.
Eventide (2015)
Film / Director
Felix van Cleeff
VFX and Animation (Independent Production)
Two young lovers on the road to nowhere... A meditation on despair and the impossibility of love.
Chess (2013)
Animation Short
Technical Director (Full Pipeline)
Chess-War in the Middle East | Schach-Krieg im Nahen Osten
It's the conflict between Shiite and Sunni.
The Storks will return (2008-2009)
TV Show / Director Goran Gajic
Open Studio:Technical Director (Full Pipeline)Delivered VFX shot work for live-action TV productions, including camera tracking (matchmoving), CG animation, and compositingA story of two friends and petty thieves trying to make a living
SELECTED COMMERCIAL WORK
Blic Newspaper Campaign (2015)
VFX and Animation (Independent Production - Beaming Onion)
Children’s Audiobook Campaign for Blic – Narrated by Miloš Biković
ZAIN KSA — COMMERCIAL CAMPAIGN (2014)
VFX / Camera Tracking / CG Character Integration - Open Studio,Belgrade Serbia
Commercial campaign for Zain KSA featuring stylized singing ball characters with human facial performances.
Responsible for extensive camera tracking, VFX work, and integration of live-action facial elements with CG characters and environments.
TVC/ naked fruit campaign (2012)
VFX and Animation (Independent Production - Beaming Onion)
Pepsi (2010)
Open Studio: Lead 3D Generalist / Technical Director (Full Pipeline)
Delta Generali (2010)
Open Studio: TVC Lead 3D Generalist / Technical Director (Full Pipeline)
Realtime Look Development Study
Unreal Engine 5.6 using Lumen
Realtime Look Development Study created in Unreal Engine 5.6 using a custom MetaHuman character setup.
Focused on cinematic lighting, skin shader development, and real-time stylization workflows.
The study explores the transformation from physically-based rendering to a noir comic visual language through layered Post Process Volume setups, combining hatching, outline blending, tonal compression, and paper-like texture response while preserving underlying form readability and cinematic composition.
Sequencer EXR Output | UE5.6
Real-Time Editor Playback | OBS Capture
Realtime gameplay lighting study
Unreal Engine 5.4 using Lumen
Realtime gameplay lighting study in Unreal Engine 5.4 using Lumen.Same environment, same lighting setup — emotional tone transformed entirely through Post Process Volume grading and real-time exposure control.Created to explore cinematic mood variation, gameplay readability, and environmental storytelling under real-time rendering conditions.
For this realtime gameplay setup, a Cine Camera was integrated directly into the playable character Blueprint through a spring arm system, allowing full use of cinematic camera behavior and film-based camera controls during live gameplay rendering.
Realtime character lighting study
Unreal Engine 5.2 using Lumen
Realtime character lighting and skin material study created in Unreal Engine 5.2 using Lumen.This exploration focused on developing cinematic realtime skin response, subsurface behavior, facial light interaction, and emotional readability under dynamic lighting conditions.Special attention was given to skin shading, volumetric light falloff, eye reflections, and composition in order to achieve a filmic realtime presentation while maintaining natural character depth and atmosphere.Created using a custom MetaHuman inspired by Jenna Ortega as Wednesday from Wednesday by Tim Burton.





































































