This case study highlights my work defining the environmental and artificial lighting pipeline for Blood of Heroes, and mentoring the art team in its application.
My goal was to ensure visual consistency and atmospheric depth across all scenes while enabling the team to work independently within a PBR framework.
Key Contributions:
Pipeline Architecture: Designed and implemented the core lighting system in UE4, including reusable lighting scenarios and post-process settings for diverse environments.
PBR Training & Enablement: Authored detailed documentation and conducted a comprehensive 16-hour video master-class for the art team, covering PBR principles, material integration, and scene lighting to ensure all assets met technical and aesthetic standards.
Team Empowerment: Provided tools and training that allowed artists to independently light levels to a high standard, greatly increasing iteration speed and creative ownership without sacrificing visual cohesion.
The resulting work demonstrates a mastered, consistent dark fantasy atmosphere—directly reflecting the team's elevated skills and the effectiveness of the established pipeline.
Huge kudos to all my colleagues from Vizor Games, it was a great honor and pleasure to work with you.
3D Environment by:
https://www.artstation.com/septimill
Materials, Textures by:
https://www.artstation.com/zahar_scherbov
https://www.artstation.com/annanimloth
Art Direction by:
https://www.artstation.com/valeronart and
https://www.artstation.com/nikolaykarelin1
And many others!
Glowing river with emissive material using a shader with directional flow maps support.
Weather conditions in dynamics.
Weather conditions in dynamics.
Volumetric light rays.
Dynamically switching between different lighting scenarios at runtime.