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⦁ Addressing all bugs/tickets related to outdated or problematic SH tetmeshes Monitoring farm activity and running tetmesh and sky-vis bakes on the farm including: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.








