Sackboy : A Big Adventure - Lighting Part 2

I was in charge of the lighting direction, from prototyping to release. I worked mainly on environment lighting, Boss lighting and some cinematic’s. I put in place the tool strategy for lighting and workflow on the project (Fog actors control, GPU Lightmass, HUD Lighting, Lighting monitoring tool / Sanity check tool ect).

== Senior lighting Artist ==

o Head of lighting team / Stakeholder
– Prototyping & Look dev, setup lighting in the project, planning tasks & work with production to fit deadlines, managing meetings.
o Lighting Environments / Bosses / Cinematic’s / HUD lighting & post-processing
– including 62 levels (46 main levels + 16 voids) + some cinematic’s (Intro first level, Gerald intro, Zomzom intro, ect)
o Shading / Material balancing & polishing (Env assets, Characters materials, Final Sackboy material, Cloth shader, ect)
o Final texture & material cloth polish on main Sackboy skin.
o Environment polishing / placements
o Lighting optimization / VFX optimization / Memory optimization
o Point of contact for external cinematic lighting artists
o Designed tools required for lighting
o Technical documentation / Workflow
o Work directly with art director / tech director / design director & rest of senior team.

PS5 Press: 80 | Player 92
PS4 Press: 81 | Player 91

Technical analysis:

== Sumo Digital ==
o Supporting lighting / tech lighting for Sheffield & Newcastle studio (Spyder IOS / Hood PS5, PS4, XSX, XONE, PC / Other projects)