Lighting Art

Over the years, we've learned that simplicity is key—often, a single light source is all you need to create an impactful scene. Once that foundation is set, the rest follows. However, mastering this technique is more complex than it sounds. Effective lighting requires a strategic approach, much like a pool player calculating angles but with photons. By carefully aiming, bouncing, and reflecting light, you can create the illusion of a single source, even in complex setups, to achieve mood, progression, and depth. Embracing limitations often leads to the most creative outcomes, and this principle has consistently guided our approach.

The following outlines our experience with lighting, from the most recent projects to earlier work. Feel free to explore our latest in-progress, as well as past projects.

Monarch
2019 - Present

Lighting Experience

Working on projects for Monarch Games starting in 2019 to the present, like Black Bastille, Rise of the Star Kingdom, and Can You Dig It? was an exciting opportunity to deep dive into setting the mood and atmosphere for each title. While gameplay was at the forefront, we knew the right environment could elevate user experience. Whether it was adjusting sun and sky presets or fine-tuning textures and post-FX, every detail was aimed at immersing players in worlds we were building.

Lighting and rendering became a key part of the process, including in titles like Spacetriss, Marble Maze, and The Monkey Game. Tools like Maya, Blender, Krita, and Photoshop were essential, allowing us to shape the look and feel of each project. It wasn’t just about visuals —there was scripting involved, also. Using C# and Javascript, we programmed changes in illumination, special effects, and even gameplay events to add layers of depth.

It was a tough decision to resign from our job to pursue indie development, but we felt the timing was right. Leaving behind our colleagues in collaboration with some of the best and brightest in the business was difficult, but sometimes you only get one chance in life to follow your passion. No regrets—what we learned has carried us forward into future projects, shaping our work in ways we could've never imagined.

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Naughty Dog
2013 - 2019

Lighting Experience

From 2017 to 2019, lighting on The Last of Us Part 2 was focused primarily on key areas such as The Coast, Downtown Seattle, The Gate, and The Island. Each environment presented its own unique set of challenges, with a clear emphasis on creating a sense of realism and atmosphere. After completing initial passes, attention shifted toward tool development, specifically the creation of a runtime rendering preset system. This tool, LUI, optimized development time by 80%, incorporating dynamic weather, post-processing, and time of day functions, significantly streamlining workflow while maintaining high-quality.

Prior to this, rendering tasks were handled differently for Uncharted: Lost Legacy (2016-2017), particularly with Homecoming and Western Ghats, the largest levels in the game. The sheer scale of these environments required a strategic approach to ensure that lighting not only complemented gameplay but also enhanced storytelling within these expansive spaces.

During work on Uncharted 4: Among Thieves (2014-2016), efforts were concentrated on rendering for Sunken Ruins, Passage, and Madagascar. Each location was carefully tailored to reinforce narrative mood and tone. Similarly, in The Last of Us: Left Behind DLC (2013-2014), lighting for Liberty Gardens "QZ" Mall was meticulously designed to heighten tension within the game’s emotionally charged moments.

Our journey with Naughty Dog began with wide-eyed hope working on The Last of Us (2012-2013), where efforts were concentrated on Bill's Town, Military City, Suburbs and a bit of Lakeside focusing on using 3D software and proprietary tools to create impactful illumination and color schemes. Each project helped refine our understanding of how rendering can shape a game’s atmosphere, direction, and tone, adding depth and mood to every moment.

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Compass of Imagination
2013-2018

Director of Photography

Back in 2016, working as co-creator, writer, and Director of Photography for the indie project Compass of Imagination was one of the most creatively fulfilling experiences. Led by Louis 'Yosh' Bolivar, it was a passion-filled attempt at pitching a Stranger Things-like TV series to Netflix. Inspired by the 80's magic of Spielberg-class fantasy thrillers, our goal was to capture that nostalgia in every shot.

Lighting, color grading, and set design played a crucial role in shaping the visual identity of our short. Focus was on creating a mood that enhanced storytelling while also bringing the world to life. Exploration of color palette was key in achieving this, ensuring each scene had just the right feel, whether it was through vibrant hues or subtle transitions.

The gallery highlights our creative journey, offering behind-the-scenes glimpses into production. From work-in-progress CG to raw-versus-final images, it’s a deep dive into elements that brought Compass of Imagination to life. You’ll also find our original screenplay, photographs of iconic props, and examples of HDRI reflections used for composition.

A personal favorite of the project was seeing how storytelling and illumination worked hand-in-hand, the collaboration between narrative and visuals were at the heart of it.

Also, be sure to check out our Webtoons comic, a follow-up prequel. It gives a glimpse into how far, if given the chance, we would have loved to take the story—progressing from a grounded, realistic approach in first season to a more fantastical and supernatural one in the third. It was a great experience, and we hope you enjoy diving in as we did creating it!

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Treyarch
2008 - 2011

Lighting Experience

Between 2008 and 2011, working on Call of Duty: Black Ops at Treyarch was an incredible opportunity to push the boundaries of lighting and rendering for large-scale, dynamic environments. Collaborating with different departments, there was a strong focus on creating visual breakthroughs that could shift the entire mood of a level at a moment's notice. Whether it was manipulating fog, adjusting illumination, or adding color overlays and particles, each element contributed to building an immersive experience that responded to player actions.

A major part of the process involved working closely with leads to develop a cohesive, hue-based system for color, texture, materials, and props. This ensured that every element worked together, creating a unified aesthetic across levels. Early in development, we produced paintovers and style guides using Maya and Photoshop to align with the director's vision, laying the groundwork for what would become some of the most memorable moments of the game.

Our experience extended to the iconic Call of Duty: Nazi Zombies (2008-2009), where we were lucky to play a key role in setting the visual tone for levels like the Nacth der Utoten "Prototype" , Verrukt "Asylum", Der Riese "Factory", and Kino der Toten "Theatre" and Dead Ops Arcade "Zombietron" a year later. Our goal was to establish a cohesive sky, sun, and color direction that could shift seamlessly with gameplay. Using Quake-based Worldspawn values and post-processing techniques, we achieved an eerie and atmospheric vibe that fans have come to associate with the series.

One of the most memorable moments was on Call of Duty: World At War (2008), where we had an opportunity to help bring levels to life by creating realistic sun and sky effects, real-time post-processing, fog, godrays, and more. Working closely with the team, we fine-tuned the look of each level, using sketch-based paintovers to guide builders and ensure visual direction was clear and impactful, achieving the look of old war photos from that era. Few folks realized what made World At War special was that it was actually a horror game, disguised as a war shooter, and rendering played a huge role in that.

The work done during these years wasn’t just about creative or technical execution; it was about bringing stories to life. Whether it was setting the stage for intense firefights or building eerie, suspense-filled worlds, the collaboration between art, lighting, and gameplay was essential to crafting memorable moments. Looking back, it was a creative period of growth, and lessons learned during this era have carried us through every project since.

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Crystal Dynamics
2007 - 2008

Lighting Experience

Working on Tomb Raider: Underworld at Crystal Dynamics from 2007 to 2008 provided an exciting opportunity to deep dive into both look development and game design. From concept paintovers to lighting, materials, and rendering, each element was crafted to enhance visual storytelling across diverse environments. Highlights included the torch-lit Kraken Room, dramatic before-and-after fire scenes of Lara's Mansion, the semi-overcast skies of Mexico, sun-drenched beauty of Thailand, and the icy atmosphere of Valaskjalf. Collaborating closely with the art team, we meticulously rendered each level, bringing Lara Croft’s world to life with believability while staying true to the iconic legacy of the series.

One of the most unique aspects was drawing inspiration from Modern Warfare, taking cues from its groundbreaking visuals. Our challenge was to push beyond, elevating graphics wherever possible. Whether it was adjusting illumination for a dramatic scene or refining materials for a more realistic look, every aspect played a part in enhancing the overall experience.

This period also coincided with the release of Uncharted, sparking fierce debate and competition between the two franchises, marking a pivotal moment in gaming history. We hope you enjoy exploring this interesting chapter of our journey!

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Legacy

Lighting Experience

From 2006 to 2007, the opportunity to contribute to Lair at Sony was both challenging and rewarding. The work involved lighting intricate scenes, refining materials, and resolving fur-related issues within cinematics. Optimizing production was key, by leveraging expertise in global-illumination software, it became possible to save 20% of the time required to reach final quality while maintaining a high visual bar for the project.

During post-production, our role expanded to quality control supervisor, overseeing frame assessments as they moved through the pipeline. Ensuring consistency at every stage played an important role in the cinematic’s success.

Around the same time, a collaboration with Technicolor Inc. on The Legend of Spyro: A New Beginning brought new challenges. Rendering for Inner Sanctum's cutscenes was a highlight, blending creative vision with technical aspects to bring the world of Spyro to life.

Our legacy gallery is a walk down memory lane, featuring environment modeling for Thursday’s music video Counting 5-4-3-2-1, along with some of our early experiments. These pieces were created during moments of creative exploration with color, composition, materials, and mood. While some of it might feel a little cringe in hindsight, it’s all part of the journey. We hope you enjoy browsing as much as we did creating it.

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Our Thought Process

Additional Consideration

It's one thing to showcase final results, but another to dive deep into "why" and "how". For more insight, feel free to explore our site, including articles and social media. We also developed Task Tracker Pro to help manage workflow and keep a clear focus on priorities as projects progressed.

In the future, we plan to update the Journal section detailing our way of thinking, diving deeper into techniques and philosophies developed over the years. While there’s already a wealth of content across the site, as well as online, it’s fun to explore further. Until then, feel free to browse and see what resonates!

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