In 2012, I joined Massive as their first Lighting artist. The mission was simple: helping to push visual quality of our real-time engine Snowdrop.
Together working with talented programmers and artists, we worked hard to bring up visual quality and the possibilities of what could be done in the next gen gaming.
In 2013, right after our first E3, Kervin Tran and I took some time to put together a video that demonstrates the possibilities of our engine at that time.
I spent a lot of time setting up cameras, propping the scene, and adjusting lighting and weather for best result possible.