Technical Lighting Artist. Or maybe VFX and Material Artist. Also Optimization and some other stuff. Changes from project to project, really.
Technical Lighting Artist. Or maybe VFX and Material Artist. Also Optimization and some other stuff. Changes from project to project, really.
— PROJECT
Creed: Rise To Glory
— PLATFORM
Windows PC, PS4 (PSVR)
— ROLE
Lead Technical Artist
— DATE
2018
I did the lighting for only a few of the environments in Creed: RTG, and acted more as a tech-art consult for the others, i.e. fixing dozens of lighting, material, texture, and reflection artifacts for the environment artists. I created a material effect for the bruising feature that reddens and swells opponents' skin where they are hit. I also came up with optimization solutions like shadow proxies for all of the characters, ensuring dynamic shadows would not be too expensive on low-spec PCs and PS4. This project was also an early test bed for two special features that would later be refined and re-used in Westworld Awakening, the lightwrap skin shader and specular occlusion meshes. You can see the skin shader at work on the non-crowd characters in-game: the fighters, the coaches, the ref, and the announcer.
All shots are in Unreal Engine 4, as they appear in the game.