This was the first thing I touched at Gunzilla working on Off The Grid. During this test I was testing emissive cards and their impact on Lumens, as well as exposure using the windows. Further more, I was proving it is possible to get close to concept art while also having it optimized with strong visuals. A lot of back and forth was done to ensure visibility from inside and outside as this is a shooter and people can snipe into the windows thus need visibility. I think we were only 2 lighting artist at the time.
"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."