Ember (2025)
Lighting Art
Genre: First-Person Fantacy Adventure | Engine: Unity
Mission Brief
A standalone scene study focused on atmospheric storytelling and stylized lighting. Acting as the sole artist, I curated existing open-source assets to construct a cohesive environment, focusing entirely on visual composition, mood generation, and technical lighting setup in Unity. The goal was to transform disparate assets into a unified, narrative-driven scene through light and color.
Key Contributions (Solo Project)
Lighting Composition & Layout
Level Art & Set Dressing
Atmosphere & Shading

1. Lighting Composition & Layout
Strategic Lighting Layout: Designed a "Cold vs. Warm" lighting strategy to guide player focus. I used cool, volumetric moonlight to define the environment's perimeter and depth, while utilizing warm point lights (the campfire) to create a "Visual Anchor," naturally drawing the viewer's eye to the narrative center without UI markers.
2. Level Art & Set Dressing
Asset Integration (Set Dressing): Responsible for the creative assembly of third-party assets. I re-contextualized generic props (rocks, foliage) through careful placement and rotation to create unique silhouettes and framing lines, ensuring the scene looked bespoke rather than pre-made.
3. Atmosphere & Shading
Atmospheric & Technical Polish: Configured Unity's Post-Processing Stack (Bloom, Color Grading, Vignette) and volumetric fog to enhance spatial depth. I also tweaked material properties and shader settings to ensure all assets reacted correctly to the stylized lighting, unifying the visual fidelity of the low-poly aesthetic.
