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Ultimate Game Design : Building game worlds

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certain kinds of lighting. Maybe you are trying to simulate track lighting. You<br />

wouldn’t light it like a space hangar, which again speaks to the importance of having<br />

solid visual reference material. You’ll also want to position lights in new and unique<br />

ways to achieve your intended effect. For lighting interiors it’s often useful to clip out<br />

lighting configurations from architectural magazines to use as reference. I have a file<br />

cabinet full of them.<br />

I’ve found that a good exercise to build your lighting skills to the point where you<br />

can begin to accomplish your intended effect is to take a scene photograph from a<br />

fantasy movie scene (Cinefex magazine is a perfect resource) and try to rebuild or<br />

re-create the lighting in your software tool. Then, feel free to experiment. Lighting is<br />

fun, and it’s all about discovery. Light the same scene using only sidelights. Challenge<br />

yourself. Next, use only overhead lights, and then use only floor level lights. Now mix<br />

and match them all. Doing this will help build up the tools in your lighting toolbox.<br />

Light Color<br />

Your scene lights will commonly cast off a color determined by an RGB value (the<br />

amount of red, green, and blue in the light’s color). You can use this to great emotional<br />

effect. Apply a little color theory here. If you want to infuse the scene with tension,<br />

or reflect a cold emotional setting, or just create a “cold” character’s lair, throw<br />

in a heavy blue value to your lights. If you want to accent a fireside chat scene within a<br />

12 th<br />

century hovel in Ireland, warm up the lights with heavier doses of orange, purple,<br />

and yellow.<br />

As previously mentioned, human emotional reaction to light color is a research<br />

topic unto itself. For our purposes, it’s easy to understand why it’s so important to<br />

learn about how we all respond to color, and then try to apply that learning to your<br />

<strong>game</strong> scenes. There are some basic rules, but you should investigate their boundaries.<br />

You should feel free to experiment with these ideas, and to try new things. Sometimes<br />

you might want to use a certain amount of juxtaposition. Experiment with throwing<br />

in light colors that do not correspond directly with mood and see what happens. Pay<br />

attention to how cinematographers use light color in films. You will probably find<br />

that they gear the color or tone of light in the scene to support the emotional context of<br />

the scene. Pay attention to how stage lighting designers use light color in theatrical settings.<br />

Above all, work toward forming your own comprehension and understanding<br />

of how light color can be used to transfer tone and mood in environmental settings.<br />

Basic Lighting Types<br />

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

Generally, to compensate for the various tools and technologies you might find yourself<br />

using to build <strong>game</strong>s, you have several types of lighting to draw from in most<br />

<strong>game</strong> development situations.<br />

59<br />

Lighting, Texturing, Particles, Effects, and Audio

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