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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

56<br />

U L T I M A T E G A M E D E S I G N<br />

� Matching the scene with other lights that will be present Think about how<br />

your scene will have to match added lights. For example, if you have your<br />

lighting set up brightly to begin with, and a character enters that’s going to<br />

fire off a huge nuclear weapon with a light blast all over your map, it will<br />

blow out your lighting. When the weapon fires, all that light will be added<br />

to the light present and make it too bright. You’ll have to pull your light<br />

back or turn down the weapon lighting effect.<br />

Whether you’re building a snowboard racing <strong>game</strong>, another kind of sports <strong>game</strong>,<br />

or a medieval action/fighter <strong>game</strong>, lighting specifics and capabilities will vary on a<br />

case-by-case basis. What won’t vary so much is the idea that you are using lighting to<br />

transfer a feeling—the kind of feeling you’re trying to build for the player. You are<br />

trying to support <strong>game</strong>play emotion using lighting.<br />

In the case of a snowboarding <strong>game</strong>, a night track might be lit with minimal point<br />

lights (discussed later in the chapter, in the section “Lighting Strengths or Multipliers”).<br />

Restricted lighting might, in fact, be part of the course challenge. Another<br />

track might be a brightly lit sunshine love fest, with lens flares (the “ring” generated<br />

by looking at a bright light source quickly) and plenty of rim lighting (provides hot<br />

light accents on object edges). Both help set the mood.<br />

The <strong>game</strong>play for a track racing-oriented snowboarding <strong>game</strong> will come down to<br />

smooth execution and delivery on stunt kicks, flips, ollies, and jumps, and avoiding<br />

track collision with objects (like trees or other snowboarders). This “smooth execution”<br />

factor is often a matter of subtle controller tuning (adjusting programmatically<br />

how the <strong>game</strong> controller reads user input—like hitting that triangle button to perform<br />

a skate/snowboard move such as an ollie). How the <strong>game</strong> responds directly is a<br />

matter of controller tuning.<br />

There is also a practical application to lighting. You don’t want your players stumbling<br />

around in the dark, unless that’s your point! It will grow old fast. Several disciplines<br />

converge here as you “build up your eye” for lighting and its effect on emotion.<br />

It will require study of various kinds.<br />

Studying lighting through the refined visual experiences of cinematographers is a<br />

great idea. They work every day in the language of light and composition. Studying<br />

photography to build eye recognition and sensitivity for light values, contrast, saturation,<br />

hue, and accent lighting is also very helpful. Studying color theory, including<br />

the emotional connection and human reaction to colors, is also very valuable. The<br />

color of light itself has been demonstrated to alter human physiological responses,<br />

and thus shifts our mood. Becoming a better <strong>game</strong> designer is built on studying many<br />

related areas. I like to think of <strong>game</strong> designers as “specialized generalists.” <strong>Game</strong> developers<br />

are eternal students.<br />

Here’s a quick sketch example. Figure 3-1 represents a small room displayed at full<br />

brightness (“World” light at maximum intensity). Obviously, this room’s lighting is

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