Curriculum Vitae

profile

I am an experienced game lighting artist with a strong technical background and an excellent eye for lighting and colour. I strive for efficiency, I am a great communicator, a fast learner and always look forward producing amazing looking worlds. I am proficient in all lighting departments, from real-time day-night cycle simulation to cinematic lighting design, as well as colour grading, tools and pipeline design, and physically-based workflows.

I have worked on some of the most graphically impressive games ever created, such as the Crysis franchise and Ryse: Son of Rome. 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 started my career of 3D lighting artist 10 years ago. In 2007, by curiosity for real-time rendering, I developed the Natural Mod, a famous lighting modification for Crysis’ single-player campaign that quickly reached several hundred thousand downloads. After I attained my degree in Computer Science and Information Management, Crytek offered me to work on Crysis 2 as a lighting artist in 2008.

In addition to the Crysis games, I also designed the lighting and the visual identities for several projects, such as the free-to-play game Warface, several GDC tech demos and internal projects. Furthermore, I supported the creation of the lighting for Ryse: Son of Rome in 2014, providing content for the multiplayer levels, creating marketing materials and mentoring the lighting artists in charge of the single player.

I spread my knowledge regarding lighting and CryEngine workflows among multiple Crytek studios, CryEngine licensees and outsourcing studios and gave several talks at GDC Europe and FMX. In addition, I also contributed to the publication of several technical papers about 3D real-time rendering.

As a lead level artist, I supervised a team composed of a dozen artists, animators and programmers for an undisclosed cinematic project designed to push the boundaries of real-time graphics and promote the CryEngine. As a valued member of the CryEngine Core Team, I defined the next gen level art requirements and designed detailed specifications for several new tools, procedural systems and workflows.

In 2014, I joined the highly successful Rockstar North studio in Scotland where I worked on the next gen port of Grand Theft Auto V on PlayStation 4, Xbox One and PC, as well as several DLCs for GTA 5 Online. I am currently working on the highly anticipated Read Dead Redemption 2 open world game.

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Games

crysis1_boxart crysis2_boxart warface_boxart crysis3_boxart ryse_boxart evolve_boxart gtav_boxart rdr2

Credits

– 2011: Crysis 2  for PC, Xbox 360 and PS3 (Lighting Artist)
– 2011: Crysis 1 for Xbox 360 and PS3 (Lighting Artist)
– 2011: Warface for PC (Lighting Artist)
– 2013: Crysis 3 for PC, Xbox 360 and PS3 (Senior Lighting Artist)
– 2013: Ryse: Son of Rome for Xbox One (Lead Level Artist)
– 2014: Grand Theft Auto 5 for PS4 & Xbox One (Senior Lighting Artist)
– 2014: Ryse: Son of Rome for PC (Lead Level Artist)
– 2015: Evolve for PC, PS4 & Xbox One (Lead Level Artist)
– 2015: Grand Theft Auto 5 for PC (Senior Lighting Artist)
– 2016: GTA 5 Online DLCs for PC, PS4 & Xbox One (Senior Lighting Artist)

Conference Speaker

GDC 2011: Lighting in Crysis 2
FMX 2013: The Art and Technology behind Crysis 3
GDC 2013: Shining the Light on Crysis 3

Specialties

Lighting

– Strong experience with outdoor, indoor & cinematic lighting design
– Expert knowledge of physically-based lighting techniques and lighting principles
– Familiar with open world and linear game lighting requirements and limitations
– Expert understanding of colour grading, post-processing and visual styling
– Experience creating dynamic time of day simulations (day-night & weather cycles)
– Familiar with PBR materials and shader setup
– Experience on Xbox 360, PlayStation 3, Xbox One, PlayStation 4 and PC

Level beautification

– Procedural terrain creation (World Machine)
– Terrain painting & beautification
– Level dressing (props, vegetation & VFX)

Technology

– Work closely with programmers for improving graphics quality and workflows
– Assist art direction in solving visual technical issues
– Provide feedback to enhance assets quality
– Write technical articles describing new engine features
– Design highly detailed User Interface mockups for new tools
– Write technical documents about pipelines, workflows and tools

Marketing

– Provide high-quality marketing materials (screenshots & videos)

Experience

Senior Lighting Artist at Rockstar North (2014 – …)

Polish the lighting for GTA 5 on PS4, Xbox One and PC (Q3 2014 – Q1 2015)
– Relight entirely several key cutscenes of the single player for Next Gen platforms

Design the lighting for GTA 5 Online DLCs
– Light interiors and cutscenes of Heists, Lowriders, Bikers and Import/Export DLCs

Design new lighting tools and workflows
– Work closely with programmers to improve lighting pipelines and tools
– Create and maintain large PBR libraries

Lighting for Red Dead Redemption 2 (2014 – …)
– N/A yet


Lead Level Artist at Crytek (2013 – 2014)

Define the NextGen requirements for the CryEngine (Q2 2013 – Q2 2014)
– Create detailed specification for procedural systems (lighting, terrain & vegetation)
– Document new features precisely and design highly detailed UI mock-ups
– Create detailed feature proposals for improving the user experience in CryEngine
– Work closely with R&D and tools programmers

Support Turtle Rock Studios for Evolve on PC, PS4 & Xbox One (Q2 2014)
– Provide on-site technical training for the lighting team in CryEngine
– Profile levels and provide performance feedback for Xbox One
– Give optimisation guidelines for lower end platforms

Lead a team of artists and programmers for an undisclosed project (Q4 2013 – Q1 2014)
– Define the scope, objectives and timeline of the project
– Coordinate the creation of concept arts, storyboards and  assets
– Create specification for technical requirements

Support the lighting team of Ryse: Son of Rome on Xbox One (2013)
– Create the lighting for the multiplayer levels
– Create high-quality marketing screenshots
– Mentor artists and provide technical feedback

Document the lighting, VFX and level art requirements for an undisclosed project (Q1-Q3 2013)
– Design the lighting and weather systems specification for large open world games
– Design the UI of new procedural systems for lighting, terrain and vegetation


Senior Lighting Artist at Crytek (2012– 2013)

Create the lighting for Crysis 3 on Xbox 360, PS3 and PC (2011 – 2013)
– Design the lighting for all levels of the story mode, from prototype to final quality
– Set up the lighting for all real-time cinematics and scripted events
– Set up the post-processing effects and colour grading for all levels
– Creation of HDR sky domes and clouds
– Ensure the consistency across art assets
– Assist the Art Director, especially from a technical point of view
– Co-manage and support the Level Art & Beautification team
– Create high-quality marketing materials (screenshots, renders & covers)


Lighting Artist at Crytek (2008– 2012)

Create the lighting for Crysis 2 on Xbox 360, PS3 and PC (2008 – 2011)
– Design the lighting for all levels of the story mode, from prototype to final quality
– Set up the lighting for all real-time cinematics and scripted events
– Set up the post-processing effects and colour grading for all levels
– Ensure the consistency across art assets
– Assist the Art Director, especially from a technical point of view
– Create high-quality marketing materials (screenshots)
– Transmit CryEngine lighting knowledge to outsourcing studios

Create the lighting for Crysis 1 on Xbox 360 and PS3 (2011)
– Redesign the entire lighting of the single player campaign
– Define a new visual identity

Create the lighting for the free to play game “Warface” on PC (2011 – 2012)
– Define the visual identity for 2 types of environments (Middle East & Balkans)
– Redesign the lighting for a dozen levels
– Optimise the lighting for very low hardware requirements
– Teach CryEngine lighting knowledge to Crytek’s Kiev Studio


Amateur Modder (2007 – 2008)

Develop the Natural Mod, an acclaimed lighting modification for Crysis
– Complete redesign of the lighting of the single player mode for a more photo-realistic experience
– Distribution of the mod as a free modification (more than 350’000 downloads)

Education

Université de Fribourg/Universität Freiburg, Switzerland (2005-2008)

BSCS, Bachelor of Science in Computer Science (Minor: Information Management)

Collège du Sud, Switzerland (2001-2005)

Swiss Federal Maturity in Chemistry, Biology & Physics

Personal Info

Nationality: Swiss

Current location: United Kingdom

Languages: French (native language), English (full proficiency), German (academic level)

Computer languages: Java, SQL & XML

Software: Crytek CryEngine & Amazon Lumberyard, Rockstar Advanced Game Engine, 3Ds Max, Adobe Photoshop, Adobe Lightroom, World Machine, Perforce, Microsoft Office Suite, Sony Vegas & Adobe Premiere Pro

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