A lighting and cinematic artist working in video games since 1997.
Mentor and train lighting artists.
Establish lighting design consistent with project art direction and game goals.
Develop systems to make lighting design easier and faster.
Establish best working practices for lighters.
Manage tasking and scheduling for lighters.
Produce and refine lighting designs for game levels.
Develop real-time lighting optimization strategies and techniques.
Work across all departments to make sure lighting is supporting them and is supported by them.
Lighting foundation for AAA PC games
Cinematic event scripting
Game and cinematic lighting production
Engine QA, lighting/cine feature design
Cinematic lighting for Rise of the Tomb Raider.
Created environment lighting for Destiny, focusing on PvP arenas.
Participated in daily play tests and leveraged feedback to refine PvP lighting design.
Helped design environment lighting process and provided feedback on lighting tools.
Environment lighting, tone mapping and color correction.
Modeled architecture, assisted with level design, managed asset creation.
Ported Call of Duty: Black Ops Xbox 360 environments and lighting to Nintendo Wii.
Developed process for translating HDR lighting values into LDR lighting.
Spearheaded engine/tools documentation, creating a highly used wiki.
Environment lighting for Forza Motorsport 3, creating daylight and tunnel rigs.
Managed render farm, computing tens of thousands of lightmaps per environment.
Painted custom IBL images and created lighting composites for each environment.
Documented lighting pipeline, assisted with lighting tools design.