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Addressing all bugs/tickets related to outdated or problematic SH tetmeshes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