Paul M. About

Sackboy:

a Big Adventure

Lighting

Lighting for a PlayStation 5 launch title, Sackboy: a Big Adventure, a platformer game spanning across six distinct worlds.

Personally lit over 40 levels, roughly half the game's total content, and integrated lighting into World Selection and Title Screens blueprints.

Handled colour grading, volumetric fog and specific VFX and materials adjustments for cohesive final output.

The game won two BAFTA awards, ‘Best British Game’ and ‘Best Family Game’ and was praised for its technical presentation.

Light, color, and sound combine to create an infectious concoction... Sackboy: A Big Adventure is a living artwork.’ — Gaming Nexus

Carefully crafted lighting and materials work... steals the show,’ — Digital Foundry

Sackboy: a Big Adventure Lighting

Aimed for Pixar-quality definition and vibrancy during this miniboss fight.

Sackboy: a Big Adventure Lighting

Leveraged well-motivated lighting to highlight material variety and achieve realism.

Sackboy: a Big Adventure Lighting

Relied on restrained, patchy lighting and a colder colour temperature for the twisted versions of Craftworld in later acts.

Sackboy: a Big Adventure Lighting

Used volumetric fog consistently to maintain depth during side-scrolling segments.

Sackboy: a Big Adventure Lighting

Achieved an underwater feel by prioritising local light sources at grazing angles.

Sackboy: a Big Adventure Lighting

Relied entirely on in-game gameplay lighting for the arena introduction sequences.

Sackboy: a Big Adventure Lighting

Prioritised platform clarity, using dark pseudo-volumetric fog for extreme depth (terrible pun intended).

Sackboy: a Big Adventure Lighting

Used dappled lighting to communicate the secret nature of the area.

Sackboy: a Big Adventure Lighting

Used colour contrast to make the Naomi hologram stand out, treating her as an accent light source.

Sackboy: a Big Adventure Lighting

Kept the gameplay area lighting simple so the player can focus on collecting bells.

Sackboy: a Big Adventure Lighting

Created a quiet, low-key introduction to contrast with the explosive chase level ahead.

Sackboy: a Big Adventure Lighting

Leveraged carefully controlled baked lighting to achieve soft surface qualities and guide the player.

Sackboy: a Big Adventure Lighting

My personal favourite level (mostly for the David Bowie song and dancing fishes!); all dynamic lights are synced to the music.

Sackboy: a Big Adventure Lighting

Used the specular variety of materials to highlight platforms and keep the image visually dynamic.

Sackboy: a Big Adventure Lighting

Lit several Vex fights; here, the focus was on strong colour contrast so the player never loses their jumping path.