

Haunted Mansion

Sequence Lighting TD
​​​​​On the remake The Haunted Mansion, I worked as a Lighting TD, contributing to the development of full CG sequences with a focus on visual consistency and efficiency. I was responsible for the sequence lighting setup, 3D sequence assembly, and the creation of advanced light rigs to ensure accurate plate matching and seamless CG integration using Clarisse and Nuke. Working remotely between Montreal and Vancouver, I also handled render optimization and delivered compositing slap comps with advanced layering for look development. To support team onboarding, I created intranet documentation for artists joining the sequence and provided mentorship to newcomers and junior artists, helping them navigate the pipeline and maintain high production standards.




Breakdown
The Stretching Room FX.
I had the opportunity to take charge of the lighting setup for this Vancouver-based show while working remotely from Montreal. I developed a workflow that allowed me to seamlessly gather all CG elements from various departments, including Layout, Animation, and FX.
I then designed a dynamic light rig that established a solid lighting foundation for the Stretching Room in its static phase before it began to deform and reveal multiple inner worlds. The rig was carefully crafted to match the plate and interact naturally with five distinct scenarios within the room:
Stretching Walls – Maintaining consistency in lighting as the environment expanded.
Crocodile Waterfall – Created shading for the water to ensure realistic interaction.
Quicksand – Designed lighting that enhanced depth and movement.
Haunted Cemetery – Lit the emerging tombstones and fog elements for an eerie atmosphere.
Endless Precipice – Balanced lighting for towering barrel columns disappearing into darkness.
Each of these five scenarios had its own split light rig, allowing independent interactions while rendering dedicated layers for compositing flexibility.

Stretching walls

Quicksand

All elements

Stretching walls
Hatbox Ghost (Trailer shot)
This was the key shot for the sequence.
I was responsible for gathering and integrating all CG elements from multiple departments, including Layout, Rigging, Animation, CFX, and FX, into the Clarisse pipeline.
To ensure seamless integration, I created a light rig that allowed me to match the plate. I was authorized to work with half-stop adjustments over the plate grade to extract additional information in the passes, which was later fine-tuned in my lighting slap comp.
Additionally, I developed custom shading for the glass in the head-box and created a separate light rig for the head to achieve precise control over its look and integration.
I also designed the render layer structure and optimization, ensuring efficient rendering while maintaining full control over each element within the final lighting slap comp.

Hatbox Ghost (Full CG - Trailer shots)
I was responsible for gathering and integrating all CG elements from multiple departments, including Layout, Rigging, Animation, and CFX, into the Clarisse pipeline.
I created a light rig that followed the established mood of the sequence, ensuring consistency and integration with the overall visual style.
Additionally, I generated volumetric lighting (God-rays) within Clarisse and developed shading for the curtains to allow the light to realistically pass through them.
To finalize the shot, I designed the render layer structure and optimization, ensuring an efficient workflow for the final lighting slap comp, which brought all elements together while maintaining precise control over them.


