The beach and cave in Tag der Toten is an important area for players, where they can pick up part of an elemental shard for the main quest. In the regular version, we wanted to create a contrast between the eerie blue Element 115 light and the lanterns that Pablo had set out for himself and other survivors.
In the hell version of the beach, we wanted to create pockets of fiery light and a strong, ambient red fog that felt oppressive to the player and increased their sense of unease.
I was responsible for lighting, reflection probe setup, tuning atmospheric and exposure settings, conveying the mood and story of the scene, and creating multiple lighting states for in game events. I communicated with concept, design, and environment teams to ensure the gameplay and narrative were being supported by lighting. I coordinated with the FX team to make sure exposure settings and atmospherics were supporting effects, and worked with tech art to help optimize the level while still reaching our visual target.