Scott Greenway Lighting Artist



Reel:
Resume:
5+ years experience as an in game and cinematics lighting artist for AAA games.
Shipped 5 next-gen AAA titles.
Resistance 3, Ratchet & Clank Future: A Crack in Time, Resistance 2, Ratchet & Clank Future: Tools of Destruction, Lair (Cinematics only)
Specializing in environment and character lighting, node based shader creation, look development, atmospheric and optical effects, gobo/cookie effects, simulated bounced light and mental ray baked global illumination. Static + dynamic separate lighting systems.
Led a lighting team to research and test new lighting technology for a new engine built from the ground up in-house.
Lit every cinematic for Resistance 3 that was done in-house. (23 minutes 41 seconds of cinematics.)
In depth knowledge of game engines for baked and real time lighting and real time lighting optimization.
Extensive look-development for shading and other aspects of art departments and coordination with lighting.
Led a team to develop MentalRay subsurface-scattering shading for cinematic characters. Expert knowledge of Perforce as well as Temerity Software's "Pipeline" production control application.
Specialties Proprietary engine lighting and development. Maya and MentalRay lighting and rendering. Node based shader writing. Real time cinematics lighting. Node based shader writing, MentalRay subsurface-scattering. Perforce and Temerity Pipeline. Houdini procedural modeling, Proficiency with Photoshop, and After Effects. UNIX shell scripting experience. Excellent communication organizational and team-leading skills.

Email: sgreenway@gmail.com

View Scott Greenway's profile on LinkedIn

IMDB: http://www.imdb.com/name/nm2699990/

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