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 renderer generates 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.
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.”
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, a dance club, a secret bunker, etc. Furthermore, I created the lighting for the in-game cutscenes of the previously mentioned DLCs.
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.
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.
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 experiences to date in a video game.