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Ultimate Game Design : Building game worlds

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

58<br />

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

FIGURE 3-2<br />

Single light with altered brightness<br />

Now, let’s look at how we might control lighting with the intent to transfer mood in<br />

support of <strong>game</strong>play. In the following sections, we’ll look at the various ways that you<br />

can control lighting, all of which are intended to transfer mood in support of <strong>game</strong>play.<br />

Position<br />

The placement or positioning of your lights in a scene must serve several simultaneous<br />

goals: practicality (for example, illuminating the player’s way), aesthetics<br />

(transferring mood to support <strong>game</strong>play), and performance (managing trade-offs between<br />

desired lighting effects and performance-ready lighting effects). Always try to<br />

engineer a level for both maximum visual results and maximum efficiency. To that<br />

end, use only as many lights as you require to achieve your objectives, and no more.<br />

Don’t add lighting that isn’t needed. Don’t add what doesn’t move the scene along.<br />

Don’t add complexity for the sake of complexity. It’s easy to want to go goofy with<br />

lighting. It looks cool. However, throwing lights around like a holiday party at your<br />

Christmas tree doesn’t get you very far. It won’t work out in performance. Be ready<br />

to pull lights out for performance reasons.<br />

In general, you want to position lights to replicate their real-world positions or<br />

source points. If you’re replicating the lighting for a mob boss’s office, players expect

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