Welcome to my portfolio

I am an experienced real-time lighting artist with a strong technical and artistic background. I specialize in lighting, level beautification, tools and systems design, and workflow improvements.

I have worked on award-winning games and large AAA productions, such as the Crysis series, Ryse: Son of RomeGrand Theft Auto V and Red Dead Redemption 2. Therefore I have a great understanding of the art and lighting requirements for many types of projects, from highly scripted cinematic experiences to large-scale open worlds, as well as competitive multiplayer games.

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I am currently working for Unity Technologies, the creators of the world’s leading real-time development platform Unity, where I support high-profile Unity developers both artistically and technically, push the boundaries of real-time graphics, and streamline the art and world-building workflows.

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For more information, please see my detailed resume or contact me on LinkedIn. You can discover my lighting work in the next pages or directly visit my Best Of section.

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Create high-quality light fixtures in Unity

I have published an official and comprehensive Unity expert guide (PDF) on advanced techniques to create high-quality light fixtures for real-time applications. Read it and find out how you can use light cookies and advanced shaders to create convincing artificial light sources in any project, from games or architectural visualizations to films and more!

Light cookies are 2D textures or cubemaps used to block parts of a light source in order to control the shape, the intensity, and the color of the emitted lighting. They can also be called “gobos”, “cucoloris” or “flags”, depending on the industry and their use case.

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With their help, you can efficiently simulate ray-traced soft shadows, colored transmission, and even refractive caustics! Indeed, rendering these effects fully in real-time would be remarkably expensive in densely-lit environments, even for the most powerful GPUs on the market. This is why baked light cookies are still crucial to produce convincing lighting in real-time scenarios.

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After pointing out some of the common lighting mistakes still found in CGI nowadays and giving you recommendations on how to prevent them, the expert guide walks you through all the steps required to generate beautiful noise-free cookies with a variety of 2D and 3D programs, such as Photoshop, 3ds Max and Unity itself.

Moreover, I will explain how to set up critical post-processing settings in Unity, such as Exposure and Tone Mapping, so that your interior scenes can be lit in a more physically-correct way, one of HDRP’s mottos.

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Then, the guide gives an extensive review of the crucial Light properties in HDRP, such as the physical Intensity units, the Color modes, the  Shadows parameters, and the Light Layers used to restrict lighting to specific objects. Later, I present different methods to replicate the lampshade of a chandelier with HDRP’s highly flexible Lit shader.

Finally, I introduce an original workflow to generate appealing caustics to bring the final ultra-realistic touch to your light sources, by adding micro-details to simulate the self-reflections of the light fitting and the structural imperfections found in the reflectors and the lampshades.

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Hopefully, thanks to our new expert guide, you will have many tools on hand to create convincing light sources, and raise the visual bar of your Unity Scenes!

Read the full guide (PDF).

Interview for the NZZ

In November 2018, I was interviewed by Marc Bodmer, a Swiss journalist, for the Sunday edition of the Neue Zürcher Zeitung, a renown Swiss-German newspaper. The title of the article is “Mehr als ein Game, ein Kunstwerk”, which translates as “More than a game, a piece of Art”; the theme of the article is about the success and the quality of Red Dead Redemption 2.

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In the interview, I explain the importance of dynamic lighting in an open-world game such as RDR2, as well as the challenges related to the production of such an enormous project.

Unity’s Rendering and Lighting Pipeline

Shortly after joining Unity, I wrote a Best Practice Guide for Unity’s official documentation, about the lighting and rendering pipelines in Unity, because the multitude of lighting features and permutations in Unity can initially seem daunting. Indeed, Unity provides several lighting systems and rendering pipelines, to accommodate the very large variety of platforms and project types, and it can be difficult to have a great overview of the lighting pipeline.

In the document, I explain important lighting principles and how the render generate a frame. To facilitate the understanding of these concepts, I have created several diagrams, decision flowcharts, and tables to give a high-level perspective of the lighting pipeline and to help users decide which render pipeline and which global lighting settings would best suit their requirements.

Download

Unity’s Lighting Pipeline PDF
Unity’s official article
Continue reading “Unity’s Rendering and Lighting Pipeline”

Red Dead Redemption 2: Official Trailer #2

The following trailer offers a glimpse at the story of Red Dead Redemption 2.  I have created the cutscene lighting for the cinematics of this trailer.

“The all-new trailer for Red Dead Redemption 2, the story of outlaw Arthur Morgan and the Van der Linde gang as they rob, fight and steal their way across the vast and rugged heart of America in order to survive.”