in-game cinematic lighting for brief character moments.the local lighting in the gameplay spaces to make interiors feel consistent with exteriors.So as a personal decision for the sake of presentation, I embellished the screenshots to make them feel more like stills from a movie.įor the two environments I worked on for WWII, my tasks were: ![]() There wasn’t much film grain visible during gameplay. I have to note that the shots on Artstation have been lightly tweaked from what appears in the shipped version of the game. I certainly had a blast collaborating with them to make sure that happened! The lighting team at Raven had leeway in interpreting our part of the contribution, but everything needed to be cohesive in the end. The brilliant minds at Sledgehammer Games established the core aesthetics of the film look you mentioned. ![]() ![]() Overall, I’d say I spent the last couple of years learning how to push the craft of game lighting even further, and I was fortunate enough to have learned new things with such an amazing team.
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