25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

FIGURE 3-5<br />

Somber castle<br />

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

the Ring movie from The Lord of the Rings trilogy. The magical sunlight and color<br />

treatment in the scene really helped transfer the emotional ideas of wonder and enchantment.<br />

I would then use two strong spotlights to highlight terrain features, like<br />

an animated flower patch, a talking tree, or a happy creature’s hut. I would also scatter<br />

some light shafts coming from the direction of the sun using a directional or tunnel<br />

light. You could also add some dust particles in the light path. That would look<br />

very cool. We’ll see how you would begin to do that in the section, “Particles,” later<br />

in this chapter.<br />

How might you light the scary forest? Again, for a section of the scary forest (I normally<br />

light section to section), use a single “choked” or minimal ambient light.<br />

Weight the ambient light color toward blue and orange. Since I’ve only used one<br />

global light, I’m going to use three spotlights. I would orient them toward red and<br />

blue and place them at the base of gnarly trees or other fantastic props in your scary forest.<br />

Use the spotlights pointed toward the sky at the base of your gnarly trees (or other<br />

props) to create drastic and intimidating shadows. Fear lies in the shadows, right?<br />

63<br />

Lighting, Texturing, Particles, Effects, and Audio

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!