Killer Instinct  Environment Art / Lighting

Environment Art (Kim Wu Stage):

Responsible for some prop creation/placement, asset polish, limited design/stage progression decisions, clothing silhouette FXs, grunge passes, etc…

Environment Art (Tusk Stage):

Worked with small team to create this level from loose concept provided. Responsibilities included the creation of props, background animals, out-sourcing critiques/clean up, scene block and layout, conceptualizing stage progression(s), adding polish w new assets and critiques, etc…

Lighting (All stages):

Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.



Kim Wu's Stage: Responsible for some prop creation/placement, asset polish, limited design/stage progression decisions, clothing silhouette FXs, grunge passes, etc…

Tusk's Stage: Worked with small team to create this level from loose concept provided. Responsible for the creation of props, background animals, out-sourcing critiques/clean up, scene block and layout, conceptualizing stage progression(s), adding polish w new assets and critiques, etc…

Tusk's Stage: Worked with small team to create this level from loose concept provided. Responsible for the creation of props, background animals, out-sourcing critiques/clean up, scene block and layout, conceptualizing stage progression(s), adding polish w new assets and critiques, etc…

Background Animals for Tusk's Stage

Hisako Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Sadira Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Sadira Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Spinal's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Aganos's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Aria's Stage Bright: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Aria's Stage Dark: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Cinder's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Fulgore's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Kan-Ra's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Glacius's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Maya's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Orchid's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

Riptor's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.

TJ Combo's Stage: Worked with a modest sized team using the Beast global illumination workflow in Maya to re-light these stages. Other responsibilities included improving texture quality, optimizing mesh typologies and character lighting setting up.