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Ultimate Game Design : Building game worlds

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

60<br />

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

Point or Ambient Lights<br />

Point or ambient lights are often used as “world” lights since they throw off light in<br />

all directions from a single source point. This is the kind of light you use to fill physical<br />

spaces, to simulate sunlight, and in large part, to set the overall lighting feel for<br />

your ambient or “available” light in a scene. Refer to Figure 3-2 for an example of using<br />

a point or ambient light.<br />

Spotlights<br />

Just as in many physical situations, such as on theatrical stages, spotlights are used in<br />

<strong>game</strong> scenes to feature or highlight certain props or characters—in short, to make objects<br />

or characters stand out from the rest of the scene or the background in some way.<br />

You can also use spotlights to indicate <strong>game</strong>play.<br />

Spotlights can suggest exits, unexposed passageways, clues, and damageable items,<br />

or simply lead the player’s eye to “don’t miss this” features in your <strong>game</strong> scene.<br />

Maybe you are using spotlights to accent statuary like our frozen beast in the cathedral<br />

example in Chapter 1. It will be a visual treat to see a spotlight on a transfigured,<br />

steaming frozen beast as you help to tell the curse backstory for your level.<br />

Spotlights take the shape of displaying light in cones, and you can control many of<br />

their display properties to get your desired effect. You can adjust the radius of the final<br />

light, blur out the edges of the spotlight, and so forth. Figure 3-3 is a two-light scene<br />

demonstrating a spotlight on a prop with additional lighting support coming from an<br />

overhead ambient light.<br />

Directional Lights<br />

Directional lights are soft fill lights. They can be used to bring out detail. Directional<br />

lights can be aimed or targeted in your scene at props or items to provide fine detail and<br />

highlights. Figure 3-4 shows the effect of adding a directional light to fill or detail an<br />

object. Again, this is only a two-light scene with one ambient and one directional light.<br />

Lighting Strengths or Multipliers<br />

The strength or intensity of your light, regardless of type, can be adjusted for the kind<br />

of lighting intensity effects you desire. The specific way this is controlled varies according<br />

to the software tool you’re using, but the end result is the same. You will<br />

want to adjust light intensity for your scene on an individual light basis and global light<br />

basis. Lowering the lights will almost always add drama and suspense to your scene.<br />

A little warning: don’t go overboard with lowering the lights. Some <strong>game</strong>s pull<br />

back so far on lighting that it is difficult to navigate a character through the scene.<br />

You don’t want to sacrifice “playability” or create player frustration (“I can’t see<br />

anything!”) just because you like the look of extremely sparse lighting. This kind of

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