This location was part of a tech analysis to test out tools and workflow for future lighting using Lumens. I had to test fog tech and figuring out how to exclude fog from interior and exterior with graphic engineer help. Things like different fog inside the area versus outside the Marshland. As well as testing the color grading between multiple connecting areas that are not the same grading, to ensure the decent transition. The knowledge was then expanded into Saltie later.
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.