#Until Dawn (2024)

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autumn phoenix
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I served as the Lead Lighting Artist at Ballistic Moon on this project, using Unreal Engine 5 to rebuild and enhance the horror classic. I've posted additional details about the environments and cinematics over on my ArtStation: https://www.artstation.com/javertvalbarr

dense swallow
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Also could you tell us more about the Lighting and Cinematics Toolkit? Is it an editor utility widget you made to control better the lighting of the game?

lone hatch
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Didnt know the term lighting gobo, interesting.

autumn phoenix
# dense swallow Also could you tell us more about the Lighting and Cinematics Toolkit? Is it an ...

Sure thing- the main purpose of the Toolkit was to make it easier/faster to do tasks that the team were having to do repeatedly; a lot of the debug tools we would use in-Editor would either be activated with a console command or by having to navigate through menus and several clicks, which can be hard to remember or just a pain to activate every time we'd start the Editor

E.g. instead of having to type "highresshot 3840x1606" every time we needed to take a screenshot (which was often), we could just click the button in the Toolkit