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Ultimate Game Design : Building game worlds

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C H A P T E R 3<br />

L IGHTING<br />

There are several lighting parameters we can normally adjust to light an interior or<br />

exterior environment. How we accomplish our lighting goals exactly is dependent on<br />

many factors, such as our <strong>game</strong> engine software tool specifics or the tool system we<br />

have built into a common 3-D package. We’ll talk about several kinds of lighting<br />

control in this section. First, let’s take a moment to look at the high-level concerns for<br />

designers starting to light a <strong>game</strong> scene:<br />

� Source number This is always confined by performance issues, so it’s best<br />

to start with what you believe will be the minimum number of lights<br />

required to accomplish your lighting objectives.<br />

� Type of light Your choice will depend on the scene details and your plans<br />

for handling those details.<br />

� Intensity This is frequently adjusted, but you should light for your <strong>game</strong><br />

scene environmental details (for example, external sunshine, early dusk,<br />

internal office fluorescent lamps, and so forth).<br />

� Falloff (dissipation) Relates to tuning and dialing in your lighting, so at<br />

this early stage, you will want to consider where falloff might be applied<br />

across your level to benefit your lighting goals.<br />

� Color Comes from color concept drawings, if you have them. If not, you’ll<br />

set up a starting point for the color palette of your lights and adjust these<br />

as required.<br />

We should also consider some of the more particular aspects for lighting our world:<br />

� Location-to-location lighting details Inevitably, sections of your map will<br />

be lit differently. Considering the lighting for your map on a location-tolocation<br />

basis makes you aware of how lighting requirements will change<br />

from section to section. Don’t change the lights just to change the lights.<br />

Change the lights to change the mood.<br />

� Emphasis points These are props, clues, or visual payoff points for your<br />

lighting that you want to highlight and accent for the player. Don’t miss this!<br />

� Special-case light animations Consider whether you want to do any specialcase<br />

light animation. For example, will there be rotating siren lights? Lightning<br />

strikes? Searchlight sweeps? These fall under special-case light animations<br />

for the sections of a map that call for these effects.<br />

55<br />

Lighting, Texturing, Particles, Effects, and Audio

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