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Halo: Reach | Lighting

During my time on Halo: Reach, I was responsible for a large part of interior lighting and a certain amount of exterior accenting. Below are some examples I’ve picked from currently released screenshots:

While the lights themselves were primarily placed and exported from 3ds Max, there was a wide range of other support I was able to provide.
These duties included the creation of fixtures, creating volumetrics and shaders, and scripting some of these functions together for animated effects. There were also special needs in the case of multiplayer maps; for fair play and visibility, all playable surfaces needed to have adequate lighting while maintaining the aesthetic.

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Original art test.