Gears of War 4 / Gears 5
- Lighting at all stages of development
- Post Processing/Colour Correction/Fog
- Skydomes
- Optimisation
- Working with environment artists to balance materials
- Blueprints
- Colour Scripts
- Suggesting ways that features/tools can be improved to push visuals for requirements of the project.
- Doing in house learning/workshop sessions with senior lighting artist teaching lighting workflows to other departments
- Working with Art Directors to define lighting style of the game.
- Contributing to Star Citizen and Squadron 42 single player campaign.
- Implementing photo-realistic lighting for both interiors and exteriors
- Working with engine and tech teams to discuss and suggest ways tools and features of the engine can be improved for the project requirements
- Running in house lighting workshops in collaboration with Ship Art Director to help other artists on the team to understand the lighting pipeline.
-Training and giving feedback to other lighting artists
- Post Processing and Colour Grading.
- Tweaking materials to either compliment lighting or to maintain correct PBR values
- Working with environment artists both in-house and outsource to give feedback on ways environment and materials could be improved to help readability and lighting.
- Collaborating with designers to ensure lighting requirements are also met in terms of a game-play perspective.
-Interior lighting
-City/Exterior lighting
-Setting up and placement of reflections
-Matinee and Kismet for dynamic events in the game in which lighting and materials would need to change for specific events
-Lighting cinematics and sequences with characters
-Character lighting
-Optimisation and keeping the lighting within budget maintain a stable performance
-Tweaking of materials and textures to get the best results with lighting
-Setting up and placement of atmospheric fog and light shafts
-Colour grading
-Post processing
-Interior lighting
-City/Exterior lighting
-Setting up and placement of reflections
-Matinee and Kismet for dynamic events in the game in which lighting and materials would need to change for specific events
-Lighting cinematics and sequences with characters
-Character lighting
-Optimisation and keeping the lighting within budget maintain a stable performance
-Tweaking of materials and textures to get the best results with lighting
-Setting up and placement of atmospheric fog and light shafts
-Colour grading
-Post processing