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Dune: Awakening - World & Biomes Lighting

Here is some of the world lighting I've worked on for Dune: Awakening as a Senior Lighting Artist on Dune: Awakening.
I worked on the location biomes for Hagga Basin South, Vermillius Gap, Jabal Eifrit, The Shield Wall and The O'odham in the Hagga Basin map.
One of the big challenges is to have a well balanced and functioning open world lighting that always been focused on gameplay first in terms of playability and readability and then artistically get the moods, atmospheres and variation that fits the direction of Dune. The lighting runs on a full Time of Day setup that cycles through day and night and blending between different lighting scenarios.
Also get a good system for gameplay readability and player awareness for open world point of interests and encounters that could be renders very long distances.

The open world of Hagga Basin consists of a variation of biomes which have their own set of moods and atmospheres. Within every location there's different types of encounters such as enemy NPC faction controlled bases and camps, friendly NPC Trade Posts, dungeons such as Testing Stations, Wrecked ships and natural caves.
All this have to transition seamlessly for the player while maintaining good visual quality when moving between the exterior open world into interiors where they require its own atmosphere and mood to tell the story of those locations. And support and transition well into Cinematics and interactive systems such as NPC dialogues and player base building.

Also support dynamic events such as Sandstorms and Coriolis storms.