Thursday, February 3, 2022

Shadow of the Tomb Raider- Cenotes

I was responsible for gameplay path lighting, optimization and setting the tone & mood.




























Shadow of the Tomb Raider- The Flood

I was the Map Lead and Lighting artist for this particular level. We faced a lot of challenges but it was a super dynamic and cinematic experience in the end. Here are some of my favorite shots from the whole sequence.
 























Shadow of the Tomb Raider- Day of the Dead

I got to work with a lot of talented artists on this level, Dannie Carlone, Steve Mortensen and Matt Krotenberg just to name a few. I was a map lead for this particular level and figured out the preliminary flow for the level. Dannie helped finish it off as I focused on creating the mood and feel and focused on finishing the lighting.


















Wednesday, August 11, 2021

Many moons ago, I did a lighting test for Crytek. I taught myself the lighting pipeline in Cryengine from scratch. The brief was to light the level in 3 different lighting scenarios of my choice for the exterior areas and 1 cave interior. To this day, I look back fondly on this test. Cryengine was def ahead of it's time with lighting at the time.

Before I start lighting any area, I always create a moodboard.

Here's my version of a foggy day.








Here's my version of an early morning.








Nighttime






Cave interior