Gord - Cinematics Visual Uplift

Comparison video showing the initial and updated cutscene

While at Team17 I had the opportunity to work on Gord as co-dev TechArtist.
Besides optimization tasks, I was responsible for improving the look of ingame cinematics.

On my side, this meant completely overhauling lighting, post-processing and shaders.
Additional work was done to camera & character animation by the animation team, and textures & model improvements by the character artists, all under the Art Direction of Sam Denny.

My goal was to rework lighting following a moodboard, using a subtle, blue, fill skylight, adjustable directional moonlight sometimes assisted by a number of spot rimlights, all contrasted by a soft and warm coming from the campfire.

Shaders received a major overhaul to accurately respond to improved lighting.
Skin shader was updated to better represent PBR values including SubSurface scattering and Dual lobe spec.
Hair materials were adjusted using a similar setup to Paragon characters
All character shaders had support for blood stain effect and weathering conditions such as rain and snow.