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Lighting Portfolio

DEMO REEL

NAVIGATION

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STONE LIONS DON'T ROAR
SHORT FILM

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PLEIN AIR
ENVIRONMENT

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EDIFICE
LIGHTING + COMPOSITING

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GOLDEN HOUR
PORTRAIT

STONE LIONS DON'T ROAR SHORT FILM

hair cards modeled in Maya, textured in Substance Painter, lit in Houdini, rendered in Arnoldcomposited in Nuke

Responsible for all except base run cycle, base model, and rig.

EDIFICE LIGHTING + COMPOSITING

This project's goal was to composite 3D rendered light and shadow seamlessly with a hand-painted background, specifically in a way that would be repeatable for multiple shots. The 3D lighting was rendered out with AOVs and then composited in Nuke with a layered matte painting. ​

 

background painted in Photoshop, animated in Maya, rendered in Arnold, composited in Nuke

Responsible for all except character rig.

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CLOISTERGEIST SHORT FILM

Cloistergeist is a 6 week collaborative short film about a monk who's quiet monastery life is upended by a playful ghost. As Tech Lead, I was responsible for establishing a 3D style, completing draw overs and critiques for crew members, building much of the set, creating the film's lighting rigs, and lighting/compositing assigned shots. 

modeled in Maya, textured in Substance Painter, rendered in Arnold, composited in DaVinci Resolve

Responsible for lighting, cathedral model, and cathedral textures.

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GOLDEN HOUR PORTRAIT

The goal for this portrait was to utilize natural light in a dramatic fashion. A warm key light with a barndoor filter mimics sunlight filtered through trees, and a combination of rim and fill area lights mimic the cool sky and the bounce light from the surrounding forest. Despite using a HDRI for the background, all light cast onto the character is from spotlights and area lights.​

 

modeled in Maya, textured in Substance Painter, hair made in XGen, rendered in Arnold, color graded in DaVinci Resolve

Responsible for all except base topology.

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PLEIN AIR ENVIRONMENT

The aim for this project was to capture a joyful and ethereal atmosphere using realistic assets. To accomplish this, I leaned heavily into light's ability to convey emotion. My primary references were film photographs and Romantic landscape paintings. 

concept and paintings made in Procreate, modeled in Maya, textured in Substance Painter, assembled and

rendered in Unreal Engine

Responsible for all except for foliage and rock assets (sourced from Quixel Megascans).

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2D Lighting

ILLUSTRATIONS, MATTE PAINTINGS, AND COLOR KEYS

PHOTOGRAPHY

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