This course will demonstrate a practical approach to in-game/real-time lighting within the context of a production pipeline. We will be working in Unreal Engine, as it is an easily accessible platform, but the workflow and techniques will be presented in as much of a software-agnostic format as possible. This is because many studios use either proprietary or heavily modified engines that are unique or exclusive to that studio’s pipeline. These techniques will apply to any contemporary pipeline. The course will guide students through weekly examinations of different lighting scenarios, environments, and gameplay styles. The instructor will demonstrate his own lighting approach, and the workflow that he uses to get them from a conceptual state to a working playable level. All necessary scene files for each week will be provided.
Peter Tran is a lighting artist at Blizzard Entertainment currently working on Overwatch 2. He is best known for his illustration-like works made in Unreal Engine featuring a black cat in every of his personal projects. He previously worked at a Wizards of the Coast studio and Ubisoft Montréal. With a strong background in traditional and digital painting, Peter went to school to graduate in 3D animation and CGI to merge his love for illustration with game development. He firmly believes that lighting is one of the most crucial parts of conveying stories in any medium.
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Omar is a superb artist and teacher. His lectures and feedback were easy to follow and helped to highlight areas of weakness in a submission. Omar showed us multiple ways to tackle lighting in different environments, the maths behind it, and tools to achieve results. It is a great course for anyone who wants to find their feet in the area but also pushes them to try new workflows and experiment.
The course completely changed how I approach lighting! Calibrating skies, exposure, and lights for physically accurate values was a game changer.. I feel like this class gave me a foundation of knowledge which I can use to light any scene.
I knew the basics about the sun, point lights, spotlights, and CLUT. But to actually learn how to calibrate the sky, and go deeper into the post processing was really helpful in making my lighting pop. It really helped me think like a Lighting Artist and what steps I need to do and how to debug my lights.
For me, course helped to break down lighting porocess into steps (it is obvious, but i didn’t think about ‘blocking out’ in terms of lighting previously), showed me how to approach it and where to start. Also it made me aware of aspects to keep an eye on, while going through previously mentioned process. Things like phisycal correctness of a sky and sun, and more artistic like accenting on some areas, simply with for e.x. pockets of light and shadow.
Receive personal individual feedback on all submitted assignments from the industry’s best artist.
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Earn a Certificate of Completion when you complete and turn in 80% of course assignments.
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