I am an experienced real-time lighting artist with a strong technical background and an excellent eye for lighting and colour. I specialize in lighting, level beautification, tools and UXP design, and workflow improvements.
I have worked on award-winning games and large AAA productions, such as the Crysis series, Ryse: Son of Rome, Grand 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.
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.
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.
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.
Unity’s Lighting Pipeline PDF
Unity’s official article
Continue reading “Unity’s Rendering and Lighting Pipeline”
Official screenshots showcasing the intricate universe of RDR2.
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.”
Discover several new official screenshots featuring the amazing universe of Red Dead Redemption 2.
Lately, I have been focusing on cutscene lighting, and especially the design of tools which allow our team to light cinematic sequences efficiently in any time of day and weather conditions.
I am now very proud to announce I have been working on the upcoming Red Dead Redemption 2 for several months. We are finally ready to show the very first trailer of the game.
“Developed by the creators of Grand Theft Auto V and Red Dead Redemption, Red Dead Redemption 2 is an epic tale of life in America’s unforgiving heartland. The game’s vast and atmospheric world will also provide the foundation for a brand new online multiplayer experience.”
I participated in the production of multiple updates for the very successful online module of GTA V, such as the large Heists DLC featuring brand new coop missions, the Lowriders DLC allowing further modifications for your cars, the Bikers DLC offering new illicit activities and the Import/Export DLC featuring several new sports cars and large garages.
I designed the lighting for several eclectic interiors such as a couple of underground and high-end car mod shops, a high performance weed factory, a state of the art methamphetamine lab, a couple of biker hideouts, a luxury yacht, etc. Furthermore, I created the lighting for the in-game cutscenes of the previously mentioned DLCs.
Continue reading “GTA V Online DLCs”