My additions of variations for directional lighting, rim lighting, color grading/vibrance, bounce lighting, bloom, texturing sharpening, TAA, very subtle background gaussian blur, and dynamic/subtle lens flare (a fighting game doesn't need heavy effects like lens flares, just something subtle to make the colors and style pop more). The scripts take effect during specific instances and encounters as opposed to being constantly active in a heavy manner without much thought put toward incorporating automatic opacity control; as one would experience in a typical AAA or indie RPG title, which you can see on display here in these before and after images- only applying to the lighting, bloom, screen space and lumen reflections and lens flare. My other contributions to the coloration, sharpening and miniscule environment blur remain the same at all times.
One of the biggest challenges for me is working with less and due to my past experiences working with AAA games and remastering classic titles, I always see a need to push the lighting and fx beyond the standards of modern releases and my art directors occasionally remind me to keep it simple for projects such as fighters/brawlers and branching out by creating traditional scripts, blueprints and systems in niagara and otherwise; all within Unreal which functional dynamically with a lesser focus on emissiveness and intensity has been a wonderful challenge toward test my creative range. I'm excited to continue working on MultiVersus and the other exciting and anticipated projects within Unreal such as Gotham Knights and Jedi Survivor that I'm so stoked to post about when the time comes through full time and on a casual basis through a new seamless TA workflow integration with very long to do lists :).