Concord: Train Trouble Lighting

I had the pleasure of working on Concord as a Senior Technical Lighting Artist. I did the lighting, atmospherics, reflections, fog and sky values tuning for this map. I was also responsible for keeping out budget to meet the restrictive 60fps on consoles.
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I was responsible for establishing a lighting workflow, building out our blueprints, writing quality of life tools and building the first version of the renderfarm automation that the studio relied on. Concord also relies on baked lightmap pipeline to hit the quality and locked 60fps mark on consoles. I built various tools to aid Lighting/Art teams in the lightmap workflow and process.
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Thanks to the amazing people I worked with on this project! I couldn't have done it without all the talented folks here!