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Addressing all bugs/tickets related to outdated or problematic SH tetmeshes Monitoring farm activity and running tetmesh and sky-vis bakes on the farm including: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