Mass Effect: Andromeda used the Enlighten lighting system, and I was the primary tech art contact for debugging artist issues related to Enlighten.
For performance reasons, most of the game environment used Static Enlighten lighting bakes. Each game asset needed Enlighten geometry to be authored according to specific standards. If there were errors in the Enlighten geo, dark patches or light leaking would be visible in game environments.
In order to speed up the manual process of checking and fixing geo, I wrote a content validation script that checked for common Enlighten setup errors and flagged them to the dev team.
HDR Tech
Mass Effect: Andromeda was on the cutting edge of HDR technology when it was released. I was part of a small team working on lighting and grading to ensure that the art looked stunning on TV’s and monitors that supported HDR imaging. HDR – High Dynamic Range – tech dramatically improves details in the brightest and darkest areas of an image, allowing for an extra punch to sunlight, explosions and other visual effects.
We had to tune our visual effects differently for standard screens and HDR setups, so that they took advantage of the HDR range without getting blown out on standard monitors. I was responsible for testing and troubleshooting effects on the HDR screens and adjusting the LUTs accordingly.
It’s difficult to demonstrate the difference because an HDR image won’t display on a regular monitor. Even HDR monitors have varying color gamut sizes depending on monitor quality, so some will appear more vivid than others.
I also worked on screen space effects for when the player is affected by toxic atmospheric conditions on alien planets. When the player first arrives in the Andromeda galaxy, the planets where they land are inhospitable, and part of the goal of the game is to heal them.
Hazard effects include heat, cold, electrical discharge, toxic gas and radiation. Each one changes the LUT to tint the screen with a different color profile. I created the initial color LUTs for the hazard effects using DaVinci Resolve, which were further tuned by the art director.
Toxic atmosphere detected!
I handled the gameplay hookups to make the hazard effects appear at the right times. The tinting gradually increases as life support becomes depleted, so in its initial state it needed to clearly differentiate from the norm without being strong enough to annoy the player. In its later stages it needed to be obvious and urgent. I created shader logic to multiply the screen effect parameters in different degrees against the hazard base color.
2024 As the Character Materials lead for Dragon Age: Veilguard, I overhauled the skin treatment for characters to increase visual quality and to be more inclusive of all skintones. Originally skin only covered a range from pale peach to mid brown. The lighting team believed it was too difficult to
2016 I created the procedural map generator which was behind the blue holographic maps in Mass Effect Andromeda. The core functionality operated in Houdini, with a Frostbite wrapper and GUI to make it easier to export levels for map generation. There were two types of map: large outdoor areas composed
2024 I was responsible for character materials in Dragon Age: Veilguard. Our character creator was one of our headline features, and we wanted to give players as broad a range of inclusive options as we could. Throughout production, I advocated for players to have exposure to maximum customization options. Those
I’ve been involved since the early days in EA’s R&D related to integrating Houdini with their Frostbite Engine. I started working with Houdini professionally in 2006, as a Render TD in animated film. Later, on the Tiburon studio team at EA, I worked on the development of a Houdini head
Before I moved to game development in 2008, I worked as a Render TD and a Lighting and Compositing artist for feature film. Here are some example shots where I was responsible for sequence or shot lighting, and compositing. Kung Fu Panda Sequence lighting and compositing Open Season 2 Sequence