Curriculum Vitae

profile_photo_pierreI 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 workflow improvements. I strive for efficiency, I am a great communicator, a fast learner and always look forward to creating amazing looking virtual worlds with the most innovative workflows. I believe tools should be fun to use and never hinder creativity.

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.

Detailed Biography

I started my career as a 3D lighting artist more than 10 years ago. In 2007, by curiosity for real-time rendering, I developed in my spare time the Natural Mod for Crysis, a famous lighting modification for Crysis, which quickly reached several hundred thousand downloads.

Crytek, 2008-2014

In 2008, after I attained my degree in Computer Science and Information Management, Crytek, a pioneer in real-time rendering, offered me to work on Crysis 2 as their sole lighting artist, at their headquarter in Frankfurt, Germany. Later in 2011, I remastered the lighting for the release of Crysis 1 on console, using the greatly optimized CryEngine 3. As a Senior Lighting Artist, I solely designed the lighting for the single player campaign of Crysis 3, which remains nowadays a significant visual and technical benchmark for real-time graphics.

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In addition to the Crysis franchise, I created the lighting for several projects, like the free to play multiplayer shooter Warface, several GDC technological demos, and internal projects.

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

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As a Lead Level Artist, I supported the production of the Microsoft exclusive title Ryse: Son of Rome by designing the lighting for the coliseum multiplayer levels, generating PR materials, as well as mentoring fellow lighting artists.

Furthermore, I specified the next gen level art requirements and created several detailed specifications for new tools, procedural systems, and workflows, for an undisclosed open world game.

Finally, as a valued member of the CryEngine Core Team, 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.

Rockstar Games, 2014-2018

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In 2014, I joined the successful Rockstar North studio in Edinburgh, Scotland. I worked on the next generation upgrade of Grand Theft Auto V for PS4, Xbox One and PC. In particular, I reworked multiple key cutscenes of the single-player campaign.

Moreover, I intermittently designed the interior and cutscene lighting for several GTA Online DLCs between 2015 and 2018, notably the “Heists Update” and the “Doomsday Heist”.

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I worked as Principal Lighting Artist on the famous Red Dead Redemption 2. As a lighting generalist with a considerable knowledge of the interior, exterior and cutscene lighting pipelines in Rockstar Games proprietary engine, I produced the lighting for cinematic and complex interactive scenes.

I focused especially on the research, the specification and the design of tools and systems to radically improve the creation, the maintenance, and the review of the lighting in complex open world scenarios with fully dynamic lighting. Therefore, I worked constantly with tools, animation and graphics programmers to solve the technical issues encountered during the lighting production.

In addition, I created and maintained large databases for PBR materials and lights, and documented workflows to improve the rendering quality in the RAGE engine and transmit my knowledge to fellow lighting and environment artists.

Unity Technologies, 2018-…

In May 2018, I joined 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 across multiple industries, push the real-time graphics boundaries, and streamline the art and world-building workflows.

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Credits

2018: Red Dead Redemption 2 for PS4 and Xbox One (Principal Lighting Artist)
2015: Grand Theft Auto V for PC (Senior Lighting Artist)
2015: Evolve for PC, PS4 & Xbox One (Lead Level Artist)
2014: Ryse: Son of Rome for PC (Lead Level Artist)
2014: Grand Theft Auto V for PS4 & Xbox One (Senior Lighting Artist)
2013: Ryse: Son of Rome for Xbox One (Lead Level Artist)
2013: Crysis 3 for PC, Xbox 360 and PS3 (Senior Lighting Artist)
2011: Warface for PC (Lighting Artist)
2011: Crysis 1 for Xbox 360 and PS3 (Lighting Artist)
2011: Crysis 2 for PC, Xbox 360 and PS3 (Lighting Artist)
2007: Natural Mod for Crysis for PC (Amateur modder)

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

Specialities

Lighting
– Proficient in outdoor, indoor & cinematic lighting design
– Familiar with open world, linear and multiplayer games requirements
– Expert knowledge of physically-based rendering and lighting principles
– Experience with real-time and baked lighting workflows
– Expert understanding of colour grading, post-processing, and visual styling
– Proficient in time of day simulations (day-night & weather cycles)

Art Direction
– Create mood boards, colour scripts, reference boards and style guides
– Translate art direction requirements into technical specifications
– Provide feedback to improve scene composition and asset quality

Level beautification
– Terrain generation, painting & beautification
– Level dressing (props, vegetation & VFX)

Technology
– Design, test, maintain and document new features, tools and pipelines
– Collaborate tightly with programmers to improve engine and workflows
– Write technical papers describing new engine features
– Design highly detailed User Interface mock-ups for new tools
– Assist art direction in solving technical problems

Marketing
– Compose and capture high-quality marketing materials (screenshots & videos)

Recruiting
– Screen candidates for art department positions
– Conduct and assist interviewing of candidates
– Conduct behavioural interviews

Experience

Senior Lighting & Rendering Artist at Unity Technologies (2018 …)

– Support artistically and technically high-profile developers
– Push the boundaries of real-time graphics
– Streamline art and world-building workflows
– Produce educational content

Principal Lighting Artist at Rockstar North (2017 2018)

Support the lighting production for Red Dead Redemption 2 (Q3 2017 – Q2 2018)
– Create lighting for cutscenes and interactive sequences
– Design innovative cutscenes lighting tools for production and review
– Solve technical issues encountered during lighting production
– Document best practices for lighting, shading and optimization

Create the lighting for GTA 5 Online DLCs (Q3 2017 – Q2 2018)
– Light interiors for GTA Online: After Hours
– Light interiors and cutscenes for GTA Online: Smuggler’s Run
– Light interiors and cutscenes for GTA Online: The Doomsday Heist

Maintain light and material databases (Q3 2017 – Q2 2018)
– Maintain a library of hundreds of PBR materials

Miscellaneous (Q1 2018 – Q2 2018)
– Mentor and teach new team members
– Recruit, filter and interview lighting artist candidates

Senior Lighting Artist at Rockstar North (2014 2017)

Remaster 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 new lighting tools and workflows (Q3 2014 – Q2 2017)
– Work closely with programmers to improve lighting pipelines and tools
– Design highly detailed specifications for lighting and animation tools

Create the lighting for GTA 5 Online DLCs (Q3 2014 – Q2 2017)
– Light interiors and cutscenes of GTA Online: Heists Update
– Light interiors and cutscenes of GTA Online: Lowriders
– Light interiors and cutscenes of GTA Online: Bikers
– Light interiors and cutscenes of GTA Online: Import/Export
– Light interiors and cutscenes of GTA Online: Gunrunning

Support the lighting production for Red Dead Redemption 2 (Q1 2015 – Q2 2017)
– Create lighting for cutscenes and interactive sequences
– Design innovative cutscenes lighting tools for production and review
– Solve technical issues encountered during lighting production
– Document best practices for lighting, shading and optimization
– Create QA guidelines for cutscene reviews

Maintain light and material databases (Q1 2015 – Q2 2017)
– Research, create and maintain a library of physically-based lights
– Maintain a library of hundreds of PBR materials

Miscellaneous (Q1 2016 – Q2 2017)
– Mentor and teach new team members
– Recruit, filter and interview lighting artist candidates


Lead Level Artist at Crytek (2013 – 2014)

Define the NextGen requirements for the CryEngine (Q2 2013 – Q2 2014)
– Create detailed specifications 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 specifications 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 specifications 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
– Create 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, C, C#, SQL, REGEX (academic level)

Software: Unity, CryEngine / Lumberyard, RAGE (Rockstar Advanced Game Engine), 3Ds Max, Photoshop, Lightroom, World Machine, Perforce, Office Suite, Vegas & Premiere Pro

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