I am an experienced game lighting artist with a strong technical background and an excellent eye for lighting and colour.
I have worked on some of the most visually impressive games ever created, such as the Crysis franchise and Ryse. In particular, 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.
I am currently employed by Rockstar North in Scotland, where I am for instance working on the highly anticipated Read Dead Redemption 2 game.
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.
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.
Continue reading “Ryse: Son of Rome”
Marketing screenshots of a couple of Crysis 3 Multiplayer levels. 100% realtime lighting and post-processing.
Continue reading “Crysis 3 Multiplayer”
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.
Shining the Light on Crysis 3 PDF
Continue reading “GDC Europe 2013: Shining the Light on 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.
The Art and Technology behind Crysis 3 PDF
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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.
Continue reading “Crysis 3 Covers”
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 real-time object motion blur.
Continue reading “Crysis 3 Single Player Action”