Game Lighting, Owned End -2-End
by Tech Art Team

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 a Technical Art Team, not a lighting vendor
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 has owned the full lighting pipeline on an open world title
Sole lighting partner on a shipped UE5 title, no internal lighting artist on the client side. Blockout through final bug fix, held consistent across streamed levels and sub-levels. Every competitor we checked sells lighting artists. We can do that too, or own the result. Tell us which you need.
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: Lighting Owned Through Every Production Stage

Halo: Campaign Evolved

A first-person shooter game developed by Halo Studios and published by Xbox Game Studios.

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. If your pipeline needs something that does not exist yet, ask the person who would build it.
Talk to the Lighting Leads

Lighting & 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
Yasmin Regis, Head of Business Development

Want to see the setups behind these titles? They are all in the deck.
YASMIN REGIS, HEAD OF BUSINESS DEVELOPMENT

Get the Full Case Deck ↗

Houdini in Our Pipeline

Houdini
Procedurally generated building facades in 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.
Interior lighting rig built in Houdini
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 Technology Backed by Technical Art

When the lighting needs a shader, Blueprint system, Houdini workflow, or editor tool, we don’t lose time waiting for another department. Our lighting and technical art teams work as one production pipeline.

Lighting pass in Unreal Engine before materials
The lighting pass read before materials, where form and contrast get settled.
Final lit interior running in Unreal Engine
The final frame running in engine, materials and volumetrics on the same setup.

Lighting setups by our Technical Art Director.

Built for Production, Not for the Screenshot

PRODUCTION SYSTEMS

Our lighting pipelines are designed around the game, not just the screenshot.

We build systems for streamed worlds, dynamic time-of-day, cinematics, gameplay readability, and multiple performance tiers, then profile and validate them on target hardware.

Yasmin Regis, Head of Business Development

Send the engine, the platforms and the levels. You get scope, people-months and a cost range back.
YASMIN REGIS, HEAD OF BUSINESS DEVELOPMENT

Get a Lighting Estimate ↗

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.

  • Character & Gameplay Lighting

    Key, fill and rim on characters, readable from cinematic through to gameplay. Players guided to the next point, enemies readable in shadow.

  • Time-of-Day & Dynamic GI

    Day/night cycles, weather states, sun, skylight and exposure driven by reusable Blueprints. Baked, dynamic or a mix, decided per level.

  • End-to-End Lighting
  • Open World & Lighting Systems

    Reusable lighting Blueprints that hold one look across World Partition cells, streamed sub-levels and HLOD.

  • Relighting & Remasters

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

  • Optimization & Scalability

    GPU profiling, light and shadow budgets, VSM, Lumen and MegaLights tuned per scalability tier, with platform-specific fallbacks.

  • Post-Process & Colour Grading

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

Frequently Asked Questions

Yes, Devoted has shipped a UE5 open world title as the sole lighting partner, with no internal lighting artist on the client side, and held the look consistent across streamed sub-levels. 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

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