introduction

The Last Light, is an emotional story told via Magic Leap One. A first of its kinds project, done in Augmented Reality (Spatial Computing). This project was extremely challenging from the get go and an experience we are all extremely proud of.

Here are some of the questions we ran into that took us on a ride while working on The Last Light:

First obstacle was Scale. How big or small should our Dioramas be? (without loosing the performance of the characters in the scene)

How do we blend the real world with the virtual in an elegant way?

How much of an environment do we show? How do we go from a wide angle to a close up?

We had so many more questions, and the only answers we had were “Lets figure it out”. And sometimes we did, sometimes we didn’t, and sometimes we had to change directions because game developing is all about being flexible without losing focus on our main goal.

We took a lot of inspiration from tv sets, theater and miniatures. From how they light their stages, how they move your attention from one spot to another, and how they crafts their sets.

My role as a 3D Lead on The Last Light involved planning, scoping, working with art directors to achieve their vision, prototyping, blockout (greymesh) , tasking team members, on boarding new 3d artists on the project, working with engineers, designer and animators on deadlines and on deliverables and of course Modeling, texturing, lighting and optimizing.
Yeah…I was a bit busy and I enjoyed every single minute of it.

World Premier
- SXSW 2020, Film Festival, premier

The Last Light (unreleased)
- SXSW 2020, Film Festival, premier

Teaser

marketing

Most of our marketing material was usually done in Marmoset Toolbag. I usually rebuild the scene in Marmoset and light them accordingly

© 2019-2020

Mouhsine as mentioned leads by example, creating high quality, industry standard art. Regardless of the challenges and limitations faced over the last 4 years of development. Mouhsine is a problem solver who gets the job done. He isn’t afraid to get dirty and push into unforeseen territory.
— Joe Olson, Senior Art Director

Game Dev

Feedback in red from Art Director Joe Olson

© 2019-2020

Gallery

Screenshots taken in Unity.

© 2019-2020

Look Dev

Some early exploration of The Last Light

© 2019-2020