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Marvel's Guardians Of The Galaxy - Lighting - The Fortress

Gameplay lighting of the Fortress.
In-game capture on ps5 with photo mode.
It was the first map I worked on when I arrived on the project back in 2018, it was a really cool introduction to the Guardians universe!

The Fortress Entrance.

The Fortress Entrance.

Throne Room.
Establishing shot to set the mood for the cinematic where you Meet Lady H for the first time.

Throne Room.
Establishing shot to set the mood for the cinematic where you Meet Lady H for the first time.

Throne Room, Night time.
The idea was to turn off everything but the red neon to contrast with the cold tint of the moon and the atmosphere

Throne Room, Night time.
The idea was to turn off everything but the red neon to contrast with the cold tint of the moon and the atmosphere

The corridor before the Throne Room.

The corridor before the Throne Room.

The same corridor at night time, using the candles to subtly show the path to the player

The same corridor at night time, using the candles to subtly show the path to the player

In this corridor, the moonlight volumetric was exaggerate to attract the player where he needs to go, and the candles where used to light the path and show the object/enemies the player needs to avoid

In this corridor, the moonlight volumetric was exaggerate to attract the player where he needs to go, and the candles where used to light the path and show the object/enemies the player needs to avoid

The Atrium at night time.
The moonlight was accentuated a bit to immediately attract the player's eyes where the path is

The Atrium at night time.
The moonlight was accentuated a bit to immediately attract the player's eyes where the path is

The Prison Center

The Prison Center

The start of the rocket path, the "alarm" state activates when you fall down that tunnel, flooding the room all red.

The start of the rocket path, the "alarm" state activates when you fall down that tunnel, flooding the room all red.

Fighting Corridor.

Fighting Corridor.

Inside Ring, fighting corridor.
Red is the main color of that area, contrasting with the cold from the center of the atrium. It gives the dangerous feeling of the moment.
It is a combat section, so the ambient has been lifted up a bit to see better.

Inside Ring, fighting corridor.
Red is the main color of that area, contrasting with the cold from the center of the atrium. It gives the dangerous feeling of the moment.
It is a combat section, so the ambient has been lifted up a bit to see better.

The Sewers.
Here the only light sources where these small arches, giving nice reflections on the water and the walls

The Sewers.
Here the only light sources where these small arches, giving nice reflections on the water and the walls

The Pre-Vault.  
It is a combat section, so we needed to clearly see. 
Main source coming from the top, with some accent warm lights coming from the doors to show where the enemies come from.

The Pre-Vault.
It is a combat section, so we needed to clearly see.
Main source coming from the top, with some accent warm lights coming from the doors to show where the enemies come from.

The Vault room.
Every alcove on the walls has been lit with red light to show what is/isn't inside as the player has to look for loot.

The Vault room.
Every alcove on the walls has been lit with red light to show what is/isn't inside as the player has to look for loot.