This is the Prisoner Holding building in Black Ops 4: Zombies' Alpha Omega level. The Prisoner Holding both held prisoners and had space for some experimentation in the medical room. I went for harsh, sickly, cool-toned lighting to convey a sense of unease about what had happened to those prisoners - and where they were now.
I was responsible for lighting, reflection probe setup, tuning atmospheric and exposure settings, conveying the mood and story of the scene, and creating multiple lighting states for in game events. I communicated with concept, design, and environment teams to ensure the gameplay and narrative were being supported by lighting. I coordinated with the FX team to make sure exposure settings and atmospherics were supporting effects, and worked with tech art to help optimize the level while still reaching our visual target.