Scott Greenway - Lighting Artist
Click to download resume (Microsoft Office 2007)
Senior Lighting Artist
July 2011-Sept 2012
June 2007-July 2011
Cinematic Lighting Artist/ Shading TD
Sony Computer Entertainment America
Sept 2006-May 2007
Shipped 5 next-gen AAA titles:
Ratchet & Clank Future: A Crack in Time(2009)
Ratchet & Clank Future: Tools of Destruction(2007)
Lair (2007) (Fully CG Cinematics only)
Environment and character lighting. Proprietary engine lighting and development. Node based shader creation. Maya and MentalRay lighting and rendering. Real time cinematics lighting. Atmospheric and optical effects, gobo/cookie effects, simulated bounced light and mental ray baked global illumination. Static + dynamic separate lighting systems. MentalRay subsurface-scattering.
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.)
General competency with modeling and texturing in Autodesk Maya (A few instances of this overlap include modeling and texturing numerous light fixtures used in the final game.) 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. Houdini procedural modeling, UNIX shell scripting experience. Excellent communication organizational and team-leading skills.