I did all the lighting, color grading, tone mapping, emissive material control, atmospherics, and post process effects. I also adjusted normal balance/ intensity, and tiling as well as roughness for many of the materials. All lighting is dynamic with no baked direct/ indirect lighting (sans specular probe capture ;). I also modified each light fixture blueprint to link realtime light intensity, light control, and emissive values together. These controls are also exposed on a per instance basis to better control both look and performance. Level art and assets are from an old art test I had done and were provided by Starbreeze Studios.The overall task was to light an interior and an exterior, with one having a more uplifting tone and the other being more low-key and disconcerting. While I received no target frame I tried to keep frame at reasonably high level with my average FPS being 50, a high of 60, and a low of 42.