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Quentin Papleux
Senior Lighting Artist / Level artist / Tech Artist

I was in charge of the lighting direction, from prototyping to release. I worked mainly on environment lighting, Boss lighting and some cinematic’s.  I put in place the tool strategy for lighting and workflow on the project (Fog actors control, GPU Lightmass, HUD Lighting, Lighting monitoring tool / Sanity check tool ect).

==  Senior lighting Artist ==

o Environment / Bosses / Cinematic’s / HUD lighting & post-processing
o Shading / Material balancing & polish
o Environment polish
o Point of contact for external cinematic lighting.
o Designed tools required for lighting
o Technical documentation / Workflow
o Work directly with art director / tech director / design director & senior team.

== Sumo Digital ==

o Supporting lighting / tech lighting for Sheffield & Newcastle studio

I was in charge of the environments creation (17 unique levels) (Level art & technical).

== Level Artist / Environment artist / Lighting artist / Tech Artist ==

o Modeling lowpoly, UVW, Texturing
o Shading / Material
o Environment level building
o Landscape modeling & painting
o Lighting (Environment / Game & Cinematic)
o Post-Process
o Rendering Optimizations (Draw / GPU / PC, X1, PS4)
o Visual Script (Kismet)
o Environment VFX & Gameplay VFX clean
o Final look / Clean
o Technical writing, back up.

Article about my work : https://80.lv/articles/building-environments-for-a-cartoon-game/