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Saltie - Exterior - Off The Grid - Early Access - UE 5 Lumens

I was responsible for the whole global lighting in the game which required quite a bit of work, experimentation, optimization and debugging. By the time we got to Saltie things had changed such as the zone fog at the back and I had expanded the post process workflow among the team to consist into sub zone to cater to the specific grading happening between each zone. So, part of the challenges here was to solve vfx issues, grading affecting various effects, the transition between multiple graded zones that are different, the exposure, what if the player uses a mod/ability that increases their speed fast through multiple volumes. Eventually with the help of the Art Director we settled with something.

During my time at Gunzilla Games as the Lead Lighting Artist on Off The Grid, I was responsible for shaping the visual direction and technical foundation of the lighting across a large-scale battle royale experience. I built and led a lighting team of 7-8 artists, covering both cinematic and in-game lighting. My role involved defining the lighting pipeline with Lumen, setting best practices for Nanite workflows, 3D modeling, and PBR material usage to ensure consistent, high-quality lighting. I worked closely with Directors and the CEO to align visual goals, and trained others to help scale the department. I established lighting strategies for both interior and exterior environments in the open world, while also owning the lighting for specific key locations. Beyond the main game, I handled multiple lighting scenarios, contributed to color grading and post-processing workflows, and helped define requirements for tools and systems developed by engineering and tech art. These art works are some of the areas I personally touched everything myself from lighting, fog, grading, optimization and more. My responsibilities extended to supporting other departments such as VFX, Tech Art, and 3D, while also managing optimization efforts, coordinating meetings, solving cross-team challenges, and fostering team growth through delegation, feedback, and mentorship.

During my time at Gunzilla Games as the Lead Lighting Artist on Off The Grid, I was responsible for shaping the visual direction and technical foundation of the lighting across a large-scale battle royale experience. I built and led a lighting team of 7-8 artists, covering both cinematic and in-game lighting. My role involved defining the lighting pipeline with Lumen, setting best practices for Nanite workflows, 3D modeling, and PBR material usage to ensure consistent, high-quality lighting. I worked closely with Directors and the CEO to align visual goals, and trained others to help scale the department. I established lighting strategies for both interior and exterior environments in the open world, while also owning the lighting for specific key locations. Beyond the main game, I handled multiple lighting scenarios, contributed to color grading and post-processing workflows, and helped define requirements for tools and systems developed by engineering and tech art. These art works are some of the areas I personally touched everything myself from lighting, fog, grading, optimization and more. My responsibilities extended to supporting other departments such as VFX, Tech Art, and 3D, while also managing optimization efforts, coordinating meetings, solving cross-team challenges, and fostering team growth through delegation, feedback, and mentorship.