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Open World Productions 

Vincent has worked in lighting and art direction in a total of 9 open-world IP titles: Skate 1 and 2 (EA), Sleeping Dogs (United Front Games), Need For Speed (EA Ghost), Batman Arkham City (Warner Bros. Interactive Entertainment), Minecraft (Microsoft), Knives Out (NetEase) Dead Island 2 (SUMO Digital), Battle Teams 2 (Wizard Games). 

Vincent continuously focuses on pushing higher visual fidelity in open-world titles with the latest console and mobile  systems, pursuing excellency in visuals, art pipeline and technology.

Using Unity 5.6.4 engine with the TA and Engine team to create the best gameplay and visual 4km x 4km Battle-Royale map in 3 months using PCG with Houdini on terrain and asset-placement. 

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On Dead Island 2, creating believable open-world environments through physical-degration systems is both a challenging yet memorable production experience. 

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Open-world system for the Batman project was the most challenging to create, as all aspects - architectural lighting and climbing systems - had to work smoothly on street and rooftop-level views, visually and gameplay wise. 

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The most challenging aspects was on the communication side between all studios - EA Dice Sweden, Virtuos Shanghai, Xi’an, Chengdu. Creating a cohesive environment, art bible and execution directions which had to be given out as clearly as possible. 

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Creating living and breathing Hong Kong lighting and traffic systems, as well as for different terrain types for the gunfight gameplay, supported with gameplay cinematic has been a challenging yet technical breakthrough experience. 

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Using real-terrain system and going to the live-setting location overseas to use as reference and building an authentic in-game experience for the Knives Out project. 

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For the Skate series, the biggest challenges were the different sunlight directions which had to use light-map baking without seams and technical errors. Creating the best and authentic Skate experience, surpassing any competitor product during its time. 

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