I’ve been working on various site updates: ssl/https everywhere, new theme that works better on mobile devices, and improving old posts with galleries and simpler categories.
There’s a new trailer out! A few shots I’ve worked on, also tons of less visible work like setting up look development testbeds, exposure standards, blueprints, helping other artists. There’s been a ton of great people working on this getting a huge amount done in very little time, I can’t wait for the game to be finished.
Rough edit of my lighting work on Destiny 2: Forsaken (2018). Tangled Shore – Exploration.
Rough edit of my lighting work on Destiny 2: Forsaken (2018). Single Player Campaign – Story Mission – The Machinist.
Rough edit of my lighting work on Call of Duty: Infinite Warfare, done at High Moon Studios. Single Player campaign runs at 1920×1080@60fps on PS4/XBO. Footage captured on a low end PC
I was responsible for lighting on the following sections. Combination of baked lightmaps and dynamic lights, dynamic lights tend to look better when possible. Included parallax cubemap and irradiance volumes. All areas include volumes for overrides of exposure, grading, and level transitions. I lit several cinematics but nothing in particular shown here.