Ghost of Tsushima | Lighting | Character Techart





List of some of my responsibilities on the Ghost of Tsushima lighting team.
Maintaining all tetmeshes in the game environment using Maya, including the following duties:
Hand placing SH probes in locations, buildings, towns, farms, props, etc… This is the most time consuming and tedious task even when using the AUTOGEN tools.
Working with environments to finish out the interior specific probes work which is all custom
Using the SH Lighting utilities to update location tetmeshes in Maya
Place or create assorted light meshes and probe sets per building or location, then rigging and  placing in the world     
Addressing all bugs/tickets related to outdated or problematic SH tetmeshes Monitoring farm activity and running tetmesh and sky-vis bakes on the farm including:
Review locations to assess tetmesh problem areas in the game world
Creating subset lists of various locations to run targeted bakes on farm
Work with engineers to troubleshoot farm/bake problems as they arise
Run single bakes of tetmesh locations locally Additional lighting tasks:
Learn to maintain and add distance/navigation lighting and FX through use of the IGE
Work with the lighting team to fix localized lighting as it relates to tetmeshes and mission needs
Learn tools and lighting pipeline in Maya, the IGE and for environments i.e. scene proxy tools, assorted proprietary tools, how the TOD/Weather system works. That makes troubleshooting more efficient and accurate if you know how it all works.
⦁      Location lighting for interiors and Exteriors.
⦁     Mission lighting based on game design.
⦁     Class B cinematic lighting.








Infamous Second Son | Lighting

The following images display my contributions to Infamous: Second Son. As a Lighting Artist using Suckerpunch's inhouse engine. I was strictly responsible for lighting, atmosphere, mood, and bug fixing. On Infamous Second Son We did a GI bake to the probes and they were applying the colors and lighting info at build time and they were vertex bound.
(Note: All assets and set dressing were done by others)

Working with environments to finish out the interior specific probes work which is all custom
Using the SH Lighting utilities to update location tetmeshes in Maya
Place or create assorted light meshes and probe sets per building or location, then rigging and  placing in the world     
Addressing all bugs/tickets related to outdated or problematic SH tetmeshes
Monitoring farm activity and running tetmesh and sky-vis bakes on the farm including:
Review locations to assess tetmesh problem areas in the game world
Creating subset lists of various locations to run targeted bakes on farm
Work with engineers to troubleshoot farm/bake problems as they arise
Run single bakes of tetmesh locations locally


Forza Motorsport | Horizon | Lighting,Texturing, and Modeling


During my time at Turn10 as a Car Artist my responsibilities focused on accuracy of the cars provided by outsourcing and bringing them up to the highest quality. I researched and provided concise documentation to be used by outsourcing team (these ranged from our tech specifications, highlighting specific car design changes, and changes that needed to be handled quickly ). Upon receiving the cars from outsourcing, much reconstruction had to be done. The reconstructions consisted of modeling missing pieces, unwrapping and re-baking lightmaps, and adjusting LOD densities. These cars where held to the highest standards and had to maintain perfect accuracy to manufacturer's precision which I handled as well as any other issues that surfaced. Fixing bugs on Vehicles Before being put into the game as DLC. For example on the Zonda R, I fix a number of material and texture bugs, I redid the ambient occlusion on necessary parts and when the manufacture ( Pagani ) noted that we did not have the correct wing on the car I was able to model and replace the existing one. All lighting for the vehicles were done at turn 10 by the car artist, using reference prom photos or video to recreate the most accurate headlights and taillights possible.

Really an amazing team at Aquent, Turn10, And Playground Games.


Personal Work | Lighting,Texturing, and Modeling

EJ2V | Holo Station
Holo station for building EJ2V engines !
 Noble lab
Detonator Tower
Detonator Tower | The Bureau | xcom declassified
based off of a concept by : Sam Brown ( one of my favorite concept artists )
Everything done in one evening. Practice for getting faster at modeling.

Longbow Tower


"Rejected City" |"Forgotten Magic Runes"
3d concept art I did for the game " Necropolis "