Senior Environment Artist
God of War 2018
Alfheim
At Sony Santa Monica we have the unique responsibility to take a level from start to finish in all areas of art. From gray sheet, materials, assets, sculpting, world building, and lighting we are allowed to create as much as we can.
Using true PBR system our material editor is powerful and flexible. It allows us to create lifelike differences between materials.
We rely heavily on sculpts at SSM. We often criticize edges whether sharp or doughy. We will obsess over rocks, how they crumble or erode, and if they belong in this part of the world.
Using the latest lighting technology in video games I lit all of Alfheim. This is includes all in game and cinematic scenes.
Alfheim had over 60 unique lighting areas all of which needed 2 lighting states.
Our lighting system included Global Illumination solutions, LUT color grading, HDR, dynamic erxposure, volumetric fog and a host of other features.
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