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Lighting

Michelle Quiroz edited this page Oct 29, 2021 · 3 revisions

Immersion and Theme

The lighting of the level is meant to showcase the textures of the map in a dynamic setting using contrasts of light and shadow. It includes color lights involving white, red, and yellow to add to the aesthetic and feel of the map, particularly areas with torches and lava. The use of dimmer lights and the darkness add to the feeling of fear and danger lurking within the map.

Sample Lighting - Spiraling Staircase Pillar room

In this area in particular, there are no torches, but instead has a lava pit and stained glass that act as sources of light. They emit red and yellow lights throughout the room to promote a fiery perspective to the area. The lava illuminates the pillar from below, but adds a mysterious shadow up above to the upper part of the pillar and the room to add mysteriousness and a frightening environment.

Guidance and Orientation

The lights are set up throughout the map to highlight pathways, floors, and doorways or arches. This is meant to attract the player and show them the varying options of navigation provided to them, as works as a guide to the layout of the map. Brighter lights would be set up one the ceiling to allow players to see the area textures and landmarks to memorize what room they are currently in. Dimmer lights would be set up on the ground to help players see what's in front of them when walking around, but not to be too bright as to illuminate the entire area.

Sample Lighting - Skeleton Pillar Room

This room is also dimmer than most, but is illuminated by the lava pools nearby. The lights of the lava pools direct the player over to the surrounding open doorways. Players can easily spot out doorways since they will have the brightest light over their frame.

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