Ryse: Son of Rome

Official marketing screenshots of Ryse: Son of Rome on Xbox One, featuring the multiplayer levels within the Roman Colosseum and the interior of the Roman Palace in the first single player level.

I supported the Ryse single player lighting team, by designing the exuberant and theatrical lighting mood for the multiplayer modular arenas, by mentoring the lighting artists in charge of the single player and by rendering high quality marketing screenshots.

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GDC Europe 2013: Shining the Light on Crysis 3

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.

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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.

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Shining the Light on Crysis 3 PDF
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FMX 2013: The Art and Technology behind Crysis 3

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.

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The Art and Technology behind Crysis 3 PDF


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