Game Lighting, Owned End-to-End

Environment, cinematic and gameplay lighting in Unreal and Unity, delivered with the performance budget built in from the first blockout.
Co-create with Devoted

WildWorks

NetEase Games

Visual Concepts

Xbox

Steel Wool

Obsidian Entertainment

Super Evil Megacorp

Mythical Games

Hidden Path

inXile Entertainment

Gearbox

Turtle Rock

Name the Machine

K Games

Dreamhaven

Windows

Meta

Hutch

Singularity 6

nWay

Annapurna

Second Dinner

The 3 Things We’d Like you to Know First

01
Your lighting is run by directors with 15+ years each
A Technical Art Director with 18 years, who built his own PBR render engine. A Technical Art Lead with 15 years, out of 4A Games and Wargaming. The people who built these pipelines are the people on your project.
02
Devoted owns the full lighting pipeline, end-to-end
Sole lighting partner on a shipped UE5 title, no internal lighting artist on the client side. Blockout through final bug fix. Every competitor we checked sells lighting artists, not the result.
03
First production run of MegaLights was ours
Halo: Campaign Evolved, lit end-to-end with the Halo Studios tech art team. Lighting used to guide players, hold combat readability, and carry the scale of the architecture.

Case Study: Halo: Campaign Evolved

Halo: Campaign Evolved

Devoted role:

  • Proxy Lighting: fast iteration on mood & composition
  • Artify Lighting: final art direction locked in
  • Polish & Optimization: bug-free, ship-ready results
  • Embedded team fully integrated

The Leads On Your Project

Jason Millena
Jason Millena

Jason Millena

Executive Creative Director

Jean-Francois Goulet
Jean-Francois Goulet

Jean-Francois Goulet

Tech Director

Michael Bitsakis
Michael Bitsakis

Michael Bitsakis

Tech Art Director

Dmytro Vusatyi
Dmytro Vusatyi

Dmytro Vusatyi

Technical Art Lead

Dmytro Yakovenko
Dmytro Yakovenko

Dmytro Yakovenko

VFX Lead

Dmytro Baidachnyi
Dmytro Baidachnyi

Dmytro Baidachnyi

Lead Technical Artist

The Stack Behind Those Credits

ENGINES


Unreal Engine 5
Unity

proprietary engines

LIGHTING TECH


Lumen
MegaLights

baked and dynamic global illumination · lighting Blueprints · post-process and colour grading · HDR

TOOLS

Houdini
Maya
Blender
Substance
Quixel
Photoshop
PLATFORMS

PC
PlayStation 5
Xbox Series X|S
Nintendo Switch
Michael Bitsakis, Technical Art Director at Devoted Studios

THE ENGINE THAT IS NOT ON THAT LIST
Our Tech Art Director Michael Bitsakis wrote his own PBR rendering engine
Michael built Instant Light, with full implementations in Blueprints, C++ and C#, and its own editor tools. When a pipeline needs something that does not exist yet, our leads have written it: shader systems inside proprietary engines, Houdini Engine integration from scratch, and editor tools for baking, painting, mesh editing and generators.

What You Get When Devoted Runs Your Lighting

01
Performance is part of the brief
Many of our artists came from tech art, and 30% of our work is porting to demanding platforms. Performance is built into every step.

02
We own maps from blockout through bugfix
On one UE5 title we were the sole lighting partner, with no lighting artist on the client side.

03
Validated in the build
We deliver on feedback quickly and validate in the build, holding path visibility and combat readability through to final polish.

04
We fit into your pipeline
We integrate into partner pipelines and build the tools that are missing.

05
The same team, start to ship
5 years together, zero attrition. The people who learned your game are the people still on it.

06
Next-gen quality, original intent
We push visuals to next-gen quality while staying true to the mood, style and intent of the original game.

Lighting and Tech Art We've Shipped

The Outer Worlds 2

Sci-fi action RPG
  • In-game & cinematic Lighting
  • Character & Creature creation

Dark Pals

DARK Pals is an action horror series, mascot horror game, and ARG from Skunx Studio and Skunx Games.
  • UE5 Lighting: full ownership
  • Tech Art

Open Roads

Annapurna Interactive · Fullbright
  • Technical Art
  • Lighting
  • Switch Optimization
  • Scene Dressing
  • 30fps Achievement

Minds Eye

Action-adventure, Thriller, Sci-Fi
  • Lighting
  • Level Art
  • Engineering
  • Modular environment

Sunderfolk

Couch co-op, turn-based tactical RPG
  • Co-Development
  • Porting
  • Tech Art
  • Engineering

Houdini in Our Pipeline

Houdini

Fewer assets built by hand
Cityscapes, landscapes and vegetation are generated rather than modelled one at a time. Optimization happens in the same graph that built the asset, which is how a scene stays cheap enough to light well.
Procedural geometry in the Houdini viewport
Procedural in your engine, even without it today
Our leads have built Houdini Engine integration from scratch into 2 proprietary engines where no procedural workflow existed before, plus editor tools for baking, painting, mesh editing and generators.

Lighting services we provide

  • Environment Lighting

    Whole levels lit from blockout to final polish.

  • Cinematic Lighting

    Sequencer and cutscene lighting that matches the in-game look.

  • Gameplay Clarity Lighting

    Players guided to the next point, enemies readable in shadow.

  • Baked & Dynamic GI

    Baked, dynamic or a mix, decided per level against the platform.

  • End-to-End Lighting
  • Lighting Blueprints & Systems

    Reusable systems that keep scale, palette and behaviour consistent.

  • Relighting & Remasters

    Next-gen quality that keeps the mood players already know.

  • Lighting Optimization

    Light overlap, shadow casters and materials held to budget.

  • Post-Process & Colour Grading

    Exposure, HDR and grading as the last pass, once lighting is right.

    тек

Frequently Asked Questions

Yes. On one shipped UE5 title Devoted was the sole lighting partner, with no internal lighting artist on the client side. Ownership means Devoted is accountable for the result from blockout through final bug fixing, not supplying artists into someone else’s lighting team.

Environment lighting, cinematic lighting and gameplay lighting in Unreal and Unity. That includes baked and dynamic setups, reusable lighting systems for consistency across levels, relighting of existing titles, post-process and colour grading, and the optimization work that keeps all of it inside the platform’s budget.

Yes, and it is a distinct discipline. On a remaster the goal is to push visuals to next-gen quality while staying true to the mood, style and intent of the original game. Devoted has done this on Halo: Campaign Evolved and on the Nintendo Switch release of Open Roads.

Roughly 30% of Devoted’s work is porting to demanding platforms, including Switch. Baked versus dynamic, which sources cast shadows, and the material pass underneath are all decided against the target device’s budget from the start. On Open Roads that included an optimized tree system built to hold 30fps.

Unreal, Unity and proprietary engines. Devoted’s technical leads have written shaders inside a proprietary engine and built Houdini Engine integration where none existed, so a non-standard pipeline is a normal starting point rather than a blocker.

Devoted validates lighting in the build, not only in the editor, and turns feedback around quickly. Path visibility and combat readability are held through to final polish, because on most projects lighting is a gameplay system rather than a finishing coat.

The engine and target platforms, where lighting sits in your production schedule, and whether you have lighting in house today or the discipline is currently unowned. That is enough for Devoted to scope a first conversation.

Let’s Scope Your Lighting

    PDF, DOC, DOCX, TXT, RTF, ODT · max 1 MB