-Art Direction

W ith the release of Tiger Woods PGA Tour 13, I completed a 3-years production plan that I started with Tiger Woods PGA Tour 11 to improve the visual quality of the environments and to support dynamic lighting.

Creating visual targets, I drove the graphical implementation of multiple shaders and rendering effects, including a pseudo-HDR rendering technique, to support multiple lighting conditions on the same courses, animated clouds and sky colors, lens effects (sun rays, lens flares, vignette, chromatic aberration, Depth of Field with Bokeh effect), water caustics and color grading with look-up tables.

I defined benchmarks to support the broadcast look & feel of the game, improving crowd visual quality, overhauling the animation system, introducing 4 levels of presentation for tournaments and completely re-branding the user interface.
In parallel, I kept pushing for visual improvements on vegetation, props and character models, textures, shaders and animations.

-Hands On

I personally worked on in-game cameras to create beauty shots for loading screens, tournament presentation fly-through and replay sequences. I created all the color grading LUTs used for all courses, vintage eras and gameplay events, as well as all animated logos, videos and in-game cameras for the broadcast presentation of the game.


Color Grading

Actual reference of the course

This photograph was taken by production artists who were sent on location to gather 3D scans and photographic references of the entire course.

Official website image of the course

This manipulated photograph of the course has very different luminosity, saturation and colors from the actual reference photograph.

In-game screenshot without color grading

The lighting and shaders are adjusted to match as closely as possible the reference photograph.

In-game screenshot with color grading applied

Color grading is applied in real-time to match as closely as possible the website photograph.

Color Grading Off

Color Grading On