I led various teams in the creation of this zone and eventually came back to it when upgrading the lighting capabilities of the proprietary Wildstar engine. We used the new tech to re-light the Exile Arkship as part of a graphics improvement initiative that I led for the Wildstar: Reloaded launch. The goal was to add much more depth and form to the environment and characters.
https://www.wildstar-online.com/en/news/2015-09-24-wildstar-in-a-new-light/
Roles: Lead Artist, Lead Level Designer
What I did:
> Local and Global fog & lighting and atmospheric assets
> World Building Art Direction
> Cubemap lighting development
> Post-processing (Luts, bloom)
> Light-functions and mask creation
> Creation of the light library
World Building & Terrain Tiles: World Art Team
Models and Structures: Structure Team
Environment Models: Environment Team
Characters: Character Team