Ashley McKenzie
Ashley McKenzie
Advanced Lighting Artist at Rocksteady Studios Ltd
London, United Kingdom

Skills

Lighting3D ModelingPhysically Based Renderingtexturesmaterialspost processcolour gradingcinematic lightingShaders

Software proficiency

Unreal Engine
Unreal Engine
CRYENGINE
CRYENGINE
Maya
Maya
Photoshop
Photoshop
After Effects
After Effects
Premiere
Premiere
Unity
Unity
3ds Max
3ds Max

Reel

Productions

    • Video Game
      Gears 5
    • Year
      2019
    • Role
      Lighting Artist
    • Company
      Splash Damage
    • Video Game
      Gears of War 4
    • Year
      2017
    • Role
      Lighting Artist
    • Company
      Splash Damage
    • Video Game
      Star Citizen
    • Year
      2016
    • Role
      Lighting Artist
    • Company
      Cloud Imperium Games
    • Video Game
      Batman: Arkham Knight
    • Year
      2014
    • Role
      Lighting Artist
    • Company
      Rocksteady Studios

Experience

  • Advanced Lighting Artist at Rocksteady Studios
    December 2022 - Present

  • Senior Lighting Artist at Rocksteady Studios
    London, United Kingdom
    December 2019 - December 2022

  • Lighting Artist at Rocksteady Studios
    London, United Kingdom
    May 2018 - December 2019

  • Lighting Artist at Splash Damage
    London, United Kingdom
    January 2017 - May 2018

    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

  • Lighting Artist at Cloud Imperium Games
    Manchester, United Kingdom
    November 2015 - December 2016

    - 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.

  • Junior Lighting Artist at Rocksteady Studios
    London, United Kingdom
    December 2014 - November 2015

    -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

  • Trainee Lighting Artist at Rocksteady Studios
    London
    November 2013 - December 2014

    -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