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Gotham Knights Lighting & FX

As I always do with games I worked on and did not work on whether it's through QA, scripting, lighting & fx or all of the above; I felt Gotham Knights could use some visual enhancements to add more "clausterphobia" through heavier and more dynamic uses of the lighting and fx. For years I've been creating original configuration files which I inject into games running on Unreal and Frostbite- as well as other engines but I have not added the same amount of polish to those other files for compatibility with their respective engines not based in Unreal or Frostbite.

The presets are my own and are compatible with several external modding applications and of course internally within Unreal which I use to gather the extracted/streamed data to simulate a development environment- similar to a virtual machine, though of course not as intricate and I can freely move or add point lights, spot light, directional lighting, HDRI's for skybox's, Niagra steam/fog/mist and rain emitters, etc.

Enhancements I've made to the lighting by adding a light source to the bottom of his escrima sticks and his eyes (both can be turned off), added a shape shifting lens flare, dynamic DOF, more accurate material based rim lighting, volumetric reflections, slightly more fog, blooming eyes and a pulsing blooming UI- even though you of course can't see it pulsing in the images and I often play without the HUD while exploring. In addition I increased the visibility of the crypt/dungeon because it was too dark but without sacrificing any of the HDR.
The game has a colorful style so I figured why not push it? I also added general ambient lighting because even the city looked a bit too dark. The other WB Games Montreal title I implemented custom lighting and fx into was Arkham Origins and I was very happy with the results as I gave it a strong Lee Bermejo aesthetic and in the case of Gotham Knights, I had Tony S Daniel, Alex Ross and Jorge Jimenez in mind.

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Date
October 27, 2022