Cutting Edge – Narrative VR Experience
I created lighting for outdoor and indoor scenes, using both baked lighting techniques as well as real-time lights in Unity.
B3D Donut Scene
I did a series of renders of a breakfast scene using donut and tableware models I had created. I wanted to create the feeling of morning light coming in from the window by using a blue-tinted fill light and a warm key light.
I also experimented with making an outdoor scene with using HDR tone mapping, and creating a dim indoor scene that looks like it was lit with fluorescent lamps.
Dragons – Unity scene
For this project, I created two dragons with high heels and well-sculpted legs, and wanted to display them in a catwalk-like scene. I used coloured directional lights that would give the feeling of a bar stage and a main spotlight to illuminate the subjects.
Given more time, I would have also added a backlight to illuminate the silhouette of the dragons, especially given that many stage setups in concerts and others utilise that.
I did the overall look development for this game which was set entirely underwater. The look heavily utilised triangular facets and bright colours for the fish and characters.
I also did lighting for the renders, which were used in promotional materials, as well as the in-game lighting in Unity. The renders were lit to emphasize the mystique of deep-sea exploration and give a scientific and business-like feeling to the playable area, which was the laboratory and the submarine. The in-game lighting simulated underwater light shafts and caustics, and lighting was also used to draw attention to important spots in the environment.
I did the overall look development for this VR game, where we wanted to create the feeling of a wacky alien bar. I used minimal area lights, instead choosing to draw attention to emissive (neon) elements in the area, such as the anemone-like light implements on the walls and the glowing dance floor.
As this game was featured in the ETC Festival, I also had to do theming for a room where this game was showcased to create an engaging location-based experience.
One of my tasks was distributing the lighting implements we were provided. These were three hanging area black lights and two black throw lights. I balanced these with the light emitted from the screens (that were used for spectating gameplay), the dim presentation lights behind the bar, and light coming in from the door.
Art Installation Lighting
As part of this museum art installation I created, I had to figure out the lighting for the installation. The left image shows the final installation and the right image is a compilation of layout references and lighting mockups I created.