I am the sole lighting artist behind the single player campaigns of the award-winning and visually acclaimed Crysis 3, Crysis 2 and Crysis 1 Console games. Discover my lighting work in the next pages.
This presentation is part of my talk at the GDC Europe 2013 in Cologne. The 50 minutes session goes through the production of Crysis 3 and showcases important lighting principles for creating appealing scenes. I also explain how physics can help create better materials and textures, using physically-based rules, and how the CryENGINE lighting features were used in Crysis 3 to create one of the best visual experiences in a video game. Furthermore, several case studies provide a clearer demonstration of the methods and workflows I used to design the lighting for outdoor, indoor and cinematic scenes.
Enjoy 30 additional bonus slides as well, that were not shown during the talk, as 50 minutes is rarely enough to talk about such a wide topic of discussion.
This presentation is part of my talk at the FMX 2013 conference in Stuttgart. The session goes through the different phases of the art production, from concepting to full production. Tiago Sousa describes some of the technical features implemented to create one of the best visual experience to date in a video game.
Official Nanosuit renders used in a few magazine covers for the release of Crysis 3. Fully rendered in real-time.
Notice: no overpainting at all was involved in the creation of these pictures, which is extremely rare when it comes to magazine covers.
Realtime renders of the aliens of Crysis 3, with in-game assets and high quality realtime studio lighting.
Official in-game screenshots captured for Crysis 3 release, featuring the single player campaign. No retouching. Fully representative of the final game.
Notice: these images are captured while playing, thus some of them might present relatively strong in-game realtime object motion blur.
Official renders captured for the release of Crysis 3, featuring the 7 main environments of the single player campaign. 100% realtime, no retouching. Representative of the final game.
Notice: some assets might have been hidden from a couple of scenes before capture, in order to prevent spoilers.