• Defined the technical and creative lighting foundations during pre-production, solidifying the game vision for the studio’s first-ever title, and supporting a successful green-light demo, securing a AAA capital raise.
• Established a ground-truth physically-based lighting (PBL) using lumen ray-tracing, collaborating with Epic Games' Tech Dev Relations team as one of their initial AAA development partners using Unreal Engine 5.
• Developed a dynamic time-of-day sun and atmospheric system using Level Sequencer, a setup that Epic Games eventually used in Fortnite.
ˇ
ANNOUNCEMENT TRAILER
Responsible for establishing physically-based lighting (PBL), exposure, atmospherics, and time-of-day pipeline in Unreal Engine 5.
REAL-TIME SCREENSHOTS*
*Established initial lighting/mood during pre-production using physically based lighting (PBL) and a dynamic time-of-day pipeline. These foundations were leveraged by future lighting artists during full production.