*These are just random images I still have from my time on the project, all very early in development*
I was responsible for all lighting, as well as some character, UI, and environment master materials and Substance Designer/Painter materials and tools leading up to the pre-Alpha stages of the game. During my time on the project, I had the opportunity to build the lighting pipeline from the ground up. I created a modular dynamic ToD Blueprint that worked with our custom UE4 lighting solution, provided documentation for lighting, materials, and PBR, created calibrated lighting scenarios for testing, created debug viewmodes/objects, etc. etc.
The final look is very different, so if you haven't played the game, go check it out and check out the lighting artists that helped ship it.
- Christopher Logan - https://www.artstation.com/mayadesigner
- Adriana Catarino - https://www.artstation.com/adrianacatarino
- Jason Lewis - https://www.artstation.com/jay-lew
- Daniel Alpert - Art Director