For this sprint I worked mostly on lighting, getting the scene ready for lighting, and watching the level design lighting videos. I learned a new workflow strategy from Level Designers Brian and Teandre, learned more about the lighting tools UE4 has built in it and I cleaned up the scene a little bit for lighting.
One of the problems that our team faced with lighting was when the gameplay level (persistent level) is checked out. When this level is checked someone is waiting on another person to check it back in to do their work. To solve this I talked to both Brian and Teandre and they explained how the level designers work together on the levels for Zenko: A Fox's Tail. Multiple level designers can work on a level together and have different layers, similar to photoshop, locked if they are working on it. During common art class I met with both level designers and our technical director so we could learn how this system works with creating the layers and understanding how to work better together.