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.
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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.
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This presentation is part of my talk at the GDC Europe 2013 in Cologne, Germany. 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.
GDC Talk Video
Shining the Light on Crysis 3 PDF
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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.
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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.
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Official renders captured for the release of Crysis 3, featuring the 7 main environments of the single player campaign. 100% realtime, no retouching. Representative of the final game.
Notice: some assets might have been hidden from a couple of scenes before capture, in order to prevent spoilers.
Continue reading “Crysis 3 Single Player Environments Beauty”