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Light…is not your friend

Light…is not your friend

One of the most challenging things in making a modern PC game is nailing the lighting.  Light is all powerful when it comes to deciding how a game will look.

In most games, the camera is fixed. In some games, the camera lets you zoom in and out…a little bit…but not rotating.  It’s not a technical restriction as much as an artistic restriction. The more fixed the camera, the more optimization you can do on the presentation of the game.

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War of Magic v1.19b.

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Photoshop filter 1

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Photoshop filter 2

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Photoshop filter 3

Now, in these cases, I’m not really changing the lighting, I’m just applying a Photoshop filter in a way that simulates how the existing light source might change the look. 

In Fallen Enchantress, the lighting system is going to be redone which means that visually, it’ll look very different from War of Magic (i.e. there will be no question about what game you’re looking at from a screenshot).

But it is amazing how different something can look – with the same graphics – just by changing the light sources.

If you are familiar with examples, feel free to post them in the comments section.

123,544 views 60 replies
Reply #51 Top

I think a good example of how lighting can effect not only the look of a game but how it plays is Splinter Cell (can't remember which version). In the multi-player, as a spy, if you hid in shadow you literally could not be seen. Even if the opposing players max-out out their brightness etc. The mercenary side had to shine their torches in all the nooks and crannies searching for the spies. All the tension would have been lost from the game if all the maps were brightly lit.

Reply #52 Top

Indeed, lighting is very difficult. I just finished Dead Space 2 last night, and I noticed that the credits list an entire *team* of people devoted only to doing lighting - I don't remember the exact count, but it was more than 7 and less than 20 :P

 

Brad, I don't know if it's an artifact of the screenshot conversion, but it almost looks like the Beacon of Hope is not only a point light source, but also the primary lighting source for the city. Is that because there is another directional light situated directly above the city and pointing perpendicular to the plane of the ground? I like the effect, personally, because it reinforces the whole concept of reclaiming the wilderness :)

Reply #53 Top

The United States demands free and fair elections on the lighting situation!

:grin:  

Reply #54 Top

Quoting Magog_AoW, reply 27


I'm so tired and bored of all the brown crap in this game.
End of Magog_AoW's quote

 

Absolutely agreed.

Reply #55 Top

Quoting Farrout000, reply 32
I suggest changing the light depending on the time of day.  Not the time of day in game, but the time of the playing user.

During the day when people are awake and it is bright outside, the game should appear brighter and light should be whiter.  After sunset the in game lighting should change to use more warmer colors (like the soft warm light from an incandescent lamp).

Dynamically changing the light will provide a more soothing and relaxing playing experience for the end user and cause less disruption in sleep patterns.  If you want more information check out:  http://www.jstage.jst.go.jp/article/jpa/24/2/24_183/_article

Doing this will require the game knowing the geographical location of the end user to sync up with sunrise and sunset, but I believe the end result will provide a must more enjoyable experience.

(For those of you who are interested check out: http://www.stereopsis.com/flux/, it is a great *free* little program that adjusts the temperature of your monitor depending on the time of day. ).

 
End of Farrout000's quote

 

I really like this idea. It would be pretty cool and make Elemental stand out in its own little way.

They should seriously consider this idea. :)

Reply #56 Top

Quoting Magog_AoW, reply 27


I'm so tired and bored of all the brown crap in this game.
End of Magog_AoW's quote

this!

 

Reply #57 Top

Filter #3 is the best.

1.19b is also good.

#1 & #2 are two "bright" (or something like that). In both variants details look less meaningful.

Reply #58 Top

Quoting Magog_AoW, reply 27

I'm so tired and bored of all the brown crap in this game.
End of Magog_AoW's quote

 

I like brown wasteland colors. However, there should be definitely more diverse terrain types.

Reply #59 Top

i think 1 looks better but needs to have some red out of the rgb scale takin out or something like that.

it just looks to orange "ish"

2 just looks like its to dull or bland colored looking.

it could be my gamma on pc a bit but i got it calibrated fairly well but its more virbarnt setup then most

Reply #60 Top

Quoting LightofAbraxas, reply 9



Quoting milanjirkovsky,
reply 8
Filter 2 would look nice to most of the Americans, filter 3 to most of the Europeans. Lightning is actually why some studios release two versions of a game - one colorful for America and one more darker for Europe and rest of the world.



Thank you for this stereotype. I think we're both too busy to argue about this, what with you not bathing and hungover from the discotheque and me busy stuffing my face with McDonalds and getting fat and plotting imperial world domination.

I am and American, and I approved this message (and also like filter 3 and hate filter 2).
End of LightofAbraxas's quote

You made me spit up my coffee all over my Egg McMuffin.  I am an American and I to approve of this message :)