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I did this mood painting for the Bob Zanotto boss encounter. The gameplay was still in early prototyping at this stage.
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I did this early concept for the first phase of the final boss encounter of the game. I also co-designed all three phases and scripted the first phase of the boss level.
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This image shows the game scene as the player would see it.
This image shows the same scene as above with the FALSE COLOR LUT applied. This applies an arbitrary gradient based on the luminance of the scene, which was a great way for us to check our values. It was especially useful for cutscene lighting and acted as a guide for consistent exposure values for faces.
This image shows the scene with the PBR Diffuse Cheek applied. This mode highlights albedo values that are out of PBR range. Values that are too bright are colored bright green and albedo values that are too dark are colored bright red.