The Callisto Protocol - Lighting (Technical)

Behind the scenes look at some of the Technical Lighting work I've done. I feel grateful to have had such a creative freedom and support of our Lighting Director - Atsushi Seo. When we were just building the Lighting Team, he pushed for Film like qualities since day one. Lighting Tools was my baby, where I was responsible for 99.9% of the logic and all the UI work. Big thanks to Eric Sunwoo and Xi (Ma) Chen for C++ and rendering/post process material info. Our primary color grading tool was DaVinci Resolve, for additional in game color grade tweaking I made UE4 Color Grading tool. Our "Show LUT" that is used as a base, was crafted in DaVinci while analyzing similar characteristics of Kodak 5247 Filmstock. I spent a REALLY LONG time analyzing, deconstructing, recreating grades from popular movies and watching a lot of masterclasses by pro colorists in film/commercials industry (MixingLight, Lowepost, LiftGammaGain, etc.). As most people know film emulation is never really precise, so let me say that it was simply inspired by that filmstock. Custom Film Grain post process material was developed using Darius Khondji's knowledge in his ASC article on Uncut Gems. Dynamic Storm system is basically a single card (1 draw call) that is highly art directed and imitates flashes of lightning using one large texture input perfectly timed with audio inputs and supporting light source animation. Thanks to Ben Liu for critique and feedback. (Examples are seen in Snowcat map). There was also tools for water caustic and cookie lights. Plus other tools for other departments. Last image is light planning. Our Lighting Director Atsushi Seo, early on wanted to see if we can implement light planning like Cinematographers use in the film industry. At times when we had to wait for scenes to be locked, we could look at Animation SyncSketch and pre plan light source placement as well as have plan B in case some scenes change.