Where Cards Fall
@ The Game Band — Real-Time Lighting Artist
I worked as part of the development team on Where Cards Fall, where I was responsible for the majority of the real-time environmental lighting across the game’s environments. Working in Unity, I led the exploration and development of the lighting look and feel, using lighting and atmospheric effects to establish mood, tone, and visual cohesion throughout the experience.
The lighting pipeline combined image-based lighting with a single ray-traced key light, allowing for a physically grounded foundation while preserving strong artistic control. I had creative ownership over the lighting direction, shaping how each space felt emotionally and visually, while balancing performance constraints and gameplay readability.
My role involved close collaboration with environment artists and designers, iterating on lighting solutions to support narrative beats, scale, and player flow, and using lighting as a core storytelling tool across the game.