Lighting Integrations

When I started at Corsair, we had a very rudimentary lighting integration (a system where games can tell our products what parts to light up) which relied on game developers to manually code how lighting would appear on corsair products. You may expect, as I did, that this did not work very well. Game Developers don’t know anything about what makes lighting pretty, nor is it their top priority to make the lighting look good. This is all things I saw first hand during the lighting development of Moving Hazard.

I assisted in the launch and testing of the Moving Hazard integration and provided the crucial feedback that enabled Corsair to improve their lighting integration, which were able to do by removing the lighting design side of things from the developers and putting it into the hands of a talented contractor I managed named Lewis Gerschwitz.

His profiles were a tier above all others, and by having him make profiles for games ahead of launch, we were able to have developers simply call to our SDK which profile they wanted to be displayed.

This allowed us to launch many more higher quality lighting integrations which I helped manage and test, including Far Cry 4, Metro Exodus, Tom Clancy’s The Division, and Far Cry 5, all of which were amazing partnerships secured by the smooth talking Adam Jackson.

Finally, I took on my own lighting integration project in 2018 with Wallpaper Engine: a powerful software that allows people to have custom wallpaper designs that are animated. With help from artist Tim Fangon, we created unique wallpapers that reacted with Corsair lighting, making for very unique lighting designs and customization that no other company had before us!