Dragon Age: The Veilgaurd - Lighting

For the sequences in Taash's house the level had no lighting to start with. So I built out the lighting from scratch which was fun and rewarding!

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

some of my favorite stills

Dragon Age: The Veilgaurd - Lighting

I had the privilege of joining the BioWare cinematics team to craft evocative lighting for narrative sequences amd branching dialogue trees. My role involved building cinematic lighting, often taking ownership of unlit levels and carrying them through to the final cinematic look.

Performance and optimization were central to my workflow; I utilized profiling tools to monitor frame budgets, ensuring that high-fidelity visuals never compromised the player experience.

One of the most rewarding challenges was engineering a lighting solution that remained robust across the game's deep character customization. I designed rigs that functioned seamlessly for characters of varying heights, from dwarves to giants, while managing the complex specularity of diverse armor sets. It was an amazing collaborative experience working alongside a world-class team!