I had the great privilege to get to work on the Dark Ruins project. As usual with such a small team everyone kind of worked on every part of the level but my main responsibilities was to reworked and manage the lighting as well as set dressing and environment art. I also ended up making various assemblies such as a scaffolding assembly kit and some other small bits and bobs.
The lighting workflow for this project was quite different from how I usually approach these things. Originally the project was meant to be used for cinematics with various set locations within the environment. Because of this, we wanted to have the option to adjust the lighting for the different sections of the environment independently of each other. We decided to lean on Megalights to enable us to light each area of the level with local lights. This gave us the freedom to easily art direct the lighting of any given location without having to worry about the impact these adjustments would have on other areas of the level. As the visual target of the project was leaning towards the fantastical and stylized it was extremely helpful to be able to specifically art-direct bespoke highlights, contrast, volumetrics and extra bounce light with local lights, treating individual sections almost like dioramas, all without being restricted by severe performance implications.
You can find the project here: https://www.fab.com/listings/836ed2f8-e2d6-49be-98d3-59d104bd351e
And make sure to check out the amazing work of the esteemed colleagues in the env. art team:
https://www.artstation.com/disting
https://www.artstation.com/sagadesign
https://www.artstation.com/jakobkeudel
https://www.artstation.com/jackm
https://www.artstation.com/gabe_tandy