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The Last of Us Part I - Alleyway Cinematic Lighting

This is a selection of shots for the alleyway scene after the Robert chase sequence.
I am the Cinematic Lighting Artist for this real-time cutscene.
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The concept for this cutscene underwent a significant transformation in the remake to achieve a more realistic appearance. In the new version, the characters remain in shadow, with bounce light serving as the key light. I devoted considerable time to adjusting the key-fill ratio, aiming to craft a scene characterized by dramatic, backlit lighting.

Fun fact: I introduced additional lights into the environment that gradually diminished toward the end, facilitating a seamless transition into gameplay.
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Level Lighting by Antoine Deschamps
Environment Art by Katherine McGinley & Trevor Cotich
FX by Slim Ghariani

Extra runtime lights were added to the environment. Tess' key light was faked by hand-animating and positioning from an impossible angle.

Extra runtime lights were added to the environment. Tess' key light was faked by hand-animating and positioning from an impossible angle.

Extra light added to the side of the transcans.

Extra light added to the side of the transcans.

Key Lights on characters were made to feel more like a fill/secondary bounce light.

Key Lights on characters were made to feel more like a fill/secondary bounce light.

Muzzle flash lighting was hand-animated.

Muzzle flash lighting was hand-animated.

Key light on Tess was coming from a "faked" direction instead of a realistic one.

Key light on Tess was coming from a "faked" direction instead of a realistic one.

Extra runtime lights were gradually toned down right before we cut back to gameplay for a more seamless transition.

Extra runtime lights were gradually toned down right before we cut back to gameplay for a more seamless transition.