Hardsuit Labs Pre-2020
Bloodlines 2 was transferred to The Chinese Room after 2020. This imagery was taken from Bloodlines 2, prior to the transfer of the project.
I was the lead lighting artist on Vampire the Masquerade: Bloodlines 2 for Hardsuit Labs.
My duties as the lighting lead:
+ Translate the Art Director's (Luke Dodge - http://www.lukedodge.com/) vision into the lighting direction.
+ Design the lighting palette and global lighting for many areas of the game.
+Create local lighting designs, light fixtures, etc.
+Build an Unreal Blueprint system for inherited lighting behaviors.
My duties as the lighting lead:
+ Translate the Art Director's (Luke Dodge - http://www.lukedodge.com/) vision into the lighting direction.
+ Design the lighting palette and global lighting for many areas of the game.
+Create local lighting designs, light fixtures, etc.
+Build an Unreal Blueprint system for inherited lighting behaviors.
+Convert existing static lighting to fully dynamic while maintaining expected performance.
+Collaborate with engineers to enhance Unreal's lighting system to serve our needs.
+Lead and train the lighting team:
+Collaborate with engineers to enhance Unreal's lighting system to serve our needs.
+Lead and train the lighting team:
Adam Alexander
Adam Alexander was the initial lighting artist on Bloodlines 2, and he played a key role in defining the lighting look for the game. His work during the development of the game continued to inspire us and raise the bar for the lighting team. (https://www.artstation.com/atomander)
Adam Alexander was the initial lighting artist on Bloodlines 2, and he played a key role in defining the lighting look for the game. His work during the development of the game continued to inspire us and raise the bar for the lighting team. (https://www.artstation.com/atomander)
Heather Parsons
Heather came to our team without professional lighting experience, but ramped up quickly and set the gold standard for thoughtful, narrative-driven lighting design. She was our primary liaison with the narrative team, and made sure our lighting expressed the narrative direction to the best of our abilities. (https://www.artstation.com/heatherparsons)
Heather came to our team without professional lighting experience, but ramped up quickly and set the gold standard for thoughtful, narrative-driven lighting design. She was our primary liaison with the narrative team, and made sure our lighting expressed the narrative direction to the best of our abilities. (https://www.artstation.com/heatherparsons)
Morgan Rowe
Morgan had been an environment artist on Bloodlines 2 when she joined the lighting team. She dove in with both feet, dauntless of the work required. She transformed her fearless attitude into skilled aptitude over the course of the project. Notably, she tackled the end-game lighting, and reimagining the hub lighting after a significant design change. (https://www.artstation.com/morganjrowe)
Morgan had been an environment artist on Bloodlines 2 when she joined the lighting team. She dove in with both feet, dauntless of the work required. She transformed her fearless attitude into skilled aptitude over the course of the project. Notably, she tackled the end-game lighting, and reimagining the hub lighting after a significant design change. (https://www.artstation.com/morganjrowe)
The lighting process on our team was a very collaborative one. Myself, Adam, Heather and Morgan touched almost all of environment lighting. I am including images here where I had done significant lighting work.