{"id":39053,"date":"2019-10-31T22:27:36","date_gmt":"2019-10-31T19:27:36","guid":{"rendered":"https:\/\/prohoster.info\/blog\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt\/"},"modified":"2019-10-31T22:27:36","modified_gmt":"2019-10-31T19:27:36","slug":"kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","status":"publish","type":"post","link":"https:\/\/prohoster.info\/en\/blog\/news\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","title":{"rendered":"How Lighting Affects Game Design and Gaming Experience","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/1cde9de838dae93f6925388753308f25.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nWhile waiting for the PS5 and Project Scarlett, which will support ray tracing, I contemplated lighting in games. I found material where the author explains what light is, how it influences design, alters gameplay, aesthetics, and experience\u2014all with examples and screenshots. While playing, one doesn't immediately notice such details.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><\/p>\n<h2>Introduction<\/h2>\n<p>\nLighting is needed not only for the player to be able to see the scene (though that's very important). Light affects emotions. Many lighting techniques used in theater, cinema, and architecture enhance the emotional aspect. Why not borrow these principles for game designers? The connection between the visuals and emotional responses provides another powerful tool to work with characters, narrative, sound, gameplay mechanics, and so on. Furthermore, the interaction of light with surfaces allows for influencing brightness, color, contrast, shadows, and other effects. All of this forms the foundation that every designer should master.<\/p>\n<p>The goal of this material is to define how lighting design affects the aesthetics of a game and the user experience. We will explore the nature of light and how it is utilized in other art fields to analyze its role in video games.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/08b4722bb263107e6cc619021bae2ae6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Swan Lake, Alexander Ekman<\/i><\/p>\n<h2>I \u2014 The Nature of Light<\/h2>\n<p>\n\"Space, light, and order. These are things that people need as much as they need a piece of bread or a roof over their heads,\" \u2014 Le Corbusier.<\/p>\n<p>Natural light has directed and accompanied us since birth. It is essential, establishing our natural rhythm. Light regulates our body's processes and impacts biological clocks. Let\u2019s understand what light flow, intensity, color, and focal points are, and then we will comprehend the composition of light and its behavior.<\/p>\n<h3>1 \u2014 What the Human Eye Sees<\/h3>\n<p>\nLight is a part of the electromagnetic spectrum perceptible by the eye. This section of the wavelength ranges from 380 to 780 nm. During the day, we perceive colors thanks to cones, while at night our eyes use rods, and we only see shades of gray.<\/p>\n<p>The main properties of visible light are direction, intensity, frequency, and polarization. Its speed in a vacuum is 300,000,000 m\/s, which is one of the fundamental physical constants.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/49f7d0d05d830d3de4db5f4b9cb21ce9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>The Visible Electromagnetic Spectrum<\/i><\/p>\n<h3>2 \u2014 Direction of Propagation<\/h3>\n<p>\nIn a vacuum, there is no matter, and light propagates straight. However, it behaves differently when interacting with water, air, and other substances. Upon contact with a material, some light is absorbed and converted into heat energy. When hitting a transparent material, part of the light is also absorbed, but the rest passes through. From smooth objects, like mirrors, light is reflected. If the surface of the object is uneven, light is scattered.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/53bf40a9772bf5c8c672067ab67399b6.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/0397bd3e7f79767bea3628de88640b9c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Direction of Light Propagation<\/i><\/p>\n<h3>3 \u2014 Basic Characteristics<\/h3>\n<p>\nLuminous Flux. The amount of light emitted by a light source.<br \/>\nUnit of measurement: lm (lumen).<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/f084baec372f82c9418e1e9327ec9dde.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Luminous Intensity.<\/b> The amount of light carried in a specific direction.<br \/>\nUnit of measurement: cd (candela).<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/51f544593b8d19aadd9d44dab85f5e48.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Illuminance. <\/b>The amount of luminous flux falling on a surface.<br \/>\nIlluminance = luminous flux (lm) \/ area (m\u00b2).<\/p>\n<p>Unit of measurement: lx (lux).<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/132ba4891adb4d8afb2abb6341cdb46e.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Brightness.<\/b> This is the only basic characteristic of light perceived by the human eye. On one hand, it considers the brightness of the light source, and on the other, the surface, meaning it significantly depends on the degree of reflection (from color and surface).<br \/>\nUnit of measurement: cd\/m\u00b2.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/84b29ea5b46e41888901a0f53d457248.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h3>4 \u2014 Color Temperature<\/h3>\n<p>\nColor temperature is measured in Kelvins and reflects the color of a specific light source. British physicist William Kelvin heated a piece of coal. It glowed, shimmering in various colors corresponding to different temperatures. Initially, the coal glowed dark red, but as it was heated, the color changed to bright yellow. At maximum temperature, the emitted light became blue-white.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/f58da2399eaf7f64236f1c864be8a617.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/1895e53b07e68edb696ad7280f3e62bb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Natural Light, 24 hours, Simon Lahey<\/i><\/p>\n<h2>II \u2014 Techniques of Light Design<\/h2>\n<p>\nIn this section, we will explore the lighting patterns that can be used to influence the expressiveness of content\/visuals. For this, we will determine the similarities and differences in lighting techniques used by artists and lighting designers.<\/p>\n<h3>1 \u2014 Light and Shadow, and Tenebrism<\/h3>\n<p>\nChiaroscuro is one of the concepts in art theory related to the distribution of lights and shadows. It is used to depict tonal transitions in order to convey volume and mood. Georges de La Tour is renowned for his works featuring night chiaroscuro and scenes illuminated by candlelight. None of his predecessor artists explored such transitions with such mastery. Light and shadow play a crucial role in his works and are integral to the composition in various and often alternative variations. Studying de La Tour's paintings helps to understand the use of light and its properties.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/92d20ad6513bd4989aceb4ba0b6ddfed.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Georges de La Tour \"The Repentant Mary Magdalene,\" 1638-1643.<\/i><\/p>\n<h4>a \u2014 High contrast<\/h4>\n<p>\nIn this painting, the bright face and clothing stand out against a dark background. Due to the high contrast of tones, the viewer\u2019s attention is focused on this part of the image. In reality, such contrast would not exist. The distance between the face and the candle is greater than between the candle and the hands. However, compared to the face, we see that the tone and contrast on the hands are subdued. Georges de La Tour uses varying contrast to attract the observer's attention.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/37f4240aa239f1a5750dc12420a4c12f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h4>b \u2014 Outline and rhythm of light<\/h4>\n<p>\nDue to the high tonal difference, outlines emerge in some areas along the edges of the figure. Even in the dark parts of the painting, the artist liked to use different tones to emphasize the boundaries of the object. Light is not concentrated in one area; it glides downwards: from the face to the feet.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/2918d3787533f73c1d450cba568099ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>c \u2014 Light source<\/h4>\n<p>\nIn most of Georges de La Tour's works, candles or lamps serve as the light source. The painting depicts a burning candle, but we already know that the chiaroscuro here does not depend on it. Georges de La Tour placed the face against a dark background and set the candle to create a sharp transition between tones. For high contrast, light tones are adjacent to dark, achieving an optimal effect.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/5b23539e6ec4d10c538aff3b90015548.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>d \u2014 Chiaroscuro as a composition of geometric shapes<\/h4>\n<p>\nIf we simplify light and shadow in this work, we will see basic geometric shapes. The unity of light and dark tones forms a simple composition. It indirectly sets a sense of space, where the positioning of objects and figures conveys the foreground and background, creating tension and energy.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/4b892d32ad6a42a99507ca209d60692c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Basic Cinematographic Lighting Techniques<\/h3>\n<p><\/p>\n<h4>2.1 \u2014 Three-Point Lighting<\/h4>\n<p>\nOne of the most popular and effective ways to illuminate any object is with three-point lighting, a classic Hollywood setup. This technique allows for depth to be conveyed.<\/p>\n<p><b>Key Light (Key Lighting)<\/b><br \/>\nThis is usually the most powerful light in any scene. It can come from anywhere, with its source potentially located to the side or behind the object (Jeremy Birn, \"Digital Lighting and Rendering\").<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/54b29632796f88b130e690bb010e737f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Fill Light (Fill Lighting)<\/b><br \/>\nAs the name suggests, it is used to 'fill in' and eliminate the dark areas created by the key light. The fill light is noticeably less intense and positioned at an angle to the main light source.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/dc4d53ec6b73c32d93425ed8b7f96f5f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Back Light (Backlighting)<\/b><br \/>\nThis is used to convey the depth of the scene. It separates the object from the background. Like the fill light, the back light is less intense and covers a larger area of the object.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/c7168b703e228756dbbbca4886221ecd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>2.2 \u2014 From Below<\/h4>\n<p>\nDue to the movement of the Sun, we are accustomed to seeing people illuminated from various angles, but not from below. This method looks very unusual.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/3c4ee5385ccf2505a0273f4e1bdba12b.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\"Frankenstein,\" James Whale, 1931<\/i><\/p>\n<h4>2.3 \u2014 From Behind<\/h4>\n<p>\nThe object is placed between the light source and the viewer. This causes a glow around the object while the rest remains in shadow.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/52623dbab4ae47ee9a98c2861c12c3dd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\"E.T. the Extra-Terrestrial,\" Steven Spielberg, 1982<\/i><\/p>\n<h4>2.4 \u2014 From the Side<\/h4>\n<p>\nThis lighting is used to illuminate the scene from the side. It creates a clear contrast, showcasing textures and highlighting the contours of the object. This approach is similar to chiaroscuro lighting.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/e6a08bcff2a4f3e7b17527cc0dc160cf.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\"Blade Runner,\" Ridley Scott, 1982<\/i><\/p>\n<h4>2.5 \u2014 Practical Lighting<\/h4>\n<p>\nThis is actual lighting within the scene, such as lamps, candles, TV screens, and more. Such additional light can be used to enhance the intensity of illumination.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/6f7362fbf5a6d28aee8573b5f2ad923f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\"Barry Lyndon,\" Stanley Kubrick, 1975<\/i><\/p>\n<h4>2.6 \u2014 Reflected Light<\/h4>\n<p>\nLight from a strong source is diffused using a reflector or some surface, such as walls or ceilings. This spreads the light over a larger area and makes it more even.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/2cc6cd8d7c02bc56acf1eb9e9de2a7df.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\"The Dark Knight Rises,\" Christopher Nolan, 2012<\/i><\/p>\n<h4>2.7 \u2014 Hard and Soft Light<\/h4>\n<p>\nThe main difference between hard and soft light is the size of the light source in relation to the subject. The sun is the largest light source in the solar system. However, it is 90 million kilometers away from us, making it a small light source. It creates harsh shadows and, accordingly, hard light. When clouds appear, the entire sky becomes a huge light source, and it's harder to distinguish shadows. Thus, soft light emerges.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/0ba39f90fa009cf2e99735b5dddcf033.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>3D examples with LEGO, Jo\u00e3o Prada, 2017<\/i><\/p>\n<h4>2.8 \u2014 High and low key<\/h4>\n<p>\nHigh key lighting is used to create very bright scenes. It is often close to being overexposed. All light sources are approximately equal in power.<br \/>\nIn contrast to high key lighting, low key scenes are heavily shadowed, and there may be a powerful light source. The main emphasis is on shadows rather than light, to convey a sense of suspense or drama.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/0d7a81cc68c20e927ce6a7fb6a711ae5.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u2018THX 1138\u2019, George Lucas, 1971<\/i><\/p>\n<h4>2.9 \u2014 Motivated Lighting<\/h4>\n<p>\nThis type of lighting mimics natural light\u2014sunlight, moonlight, streetlights, and so on. It is used to enhance practical lighting. Special techniques help to make motivated lighting look natural, such as filters (gobos) to create the effect of draped windows.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/710deca284661bd7408d76e37acd6db2.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u2018Drive\u2019, Nicolas Winding Refn, 2011<\/i><\/p>\n<h4>2.10 \u2014 Outdoor Light<\/h4>\n<p>\nThis can be sunlight, moonlight, or streetlights that are visible in the scene.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/ca0e9b54669e132e167d5f123cc00909.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u2018Stranger Things, Season 3\u2019, the Duffer Brothers, 2019<\/i><\/p>\n<h2>III \u2014 Basics of Rendering<\/h2>\n<p>\nLevel designers recognize the importance of lighting and use it to achieve a specific perception of the scene. To illuminate the level and achieve desired visual goals, they need to define static light sources, their spread angles, and colors. They set the required atmosphere and necessary visibility. But it's not that simple, because lighting depends on technical specifications\u2014such as CPU power. Thus, there are two types of lighting: precomputed lighting and real-time rendering.<\/p>\n<h3>1 \u2014 Precomputed Lighting<\/h3>\n<p>\nDesigners use static lighting to define the characteristics of each light source, including its position, angle, and color. Generally, implementing global illumination in real-time is impossible due to performance constraints. <\/p>\n<p>Pre-computed static global illumination can be utilized in most engines, including Unreal Engine and Unity. The engine 'bakes' this illumination into a special texture known as a 'lightmap.' These lightmaps are stored along with other map files, and the engine refers to them when rendering the scene. <\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/6ec8f2d21bb3d884c417b97e6b35100f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>The same scene: without lighting (on the left), with direct lighting only (in the middle), and with indirect global illumination (on the right). Illustrations from Unity Learn.<\/i><\/p>\n<p>In addition to lightmaps, there are shadow maps, which are used to create shadows. First, everything is rendered considering the light source \u2014 it generates a shadow that reflects the pixel depth of the scene. The resulting pixel depth map is called a shadow map. It contains information about the distance between the light source and the nearest objects for each pixel. Then, rendering occurs, where each surface pixel is checked against the shadow map. If the distance between the pixel and the light source is greater than that recorded in the shadow map, the pixel is in shadow.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/ba33f57d5758cc394a9d97eb437d187d.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Shadow map application algorithm. Illustration from OpenGl-tutorial.<\/i><\/p>\n<h3>2 \u2014 Real-time rendering.<\/h3>\n<p>\nOne of the classic lighting models for real-time rendering is the Lambert model (named after the Swiss mathematician Johann Heinrich Lambert). When rendering in real-time, the GPU typically processes objects one at a time. This method uses the object's transformation (its position, rotation, and scale) to determine which of its surfaces should be rendered. <\/p>\n<p>In the Lambert lighting model, light emanates from each point on the surface in all directions. However, certain nuances, such as reflections, are not considered (as discussed in Chandler Prall's article). To make the scene appear more realistic, additional effects are added to the Lambert model \u2014 such as specular highlights.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/bf045229812443a8cf4c976c213c24f6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Lambert shading illustrated on a sphere. Illustration from materials by Petr Dyachikhin.<\/i><\/p>\n<p>Most modern engines (Unity, Unreal Engine, Frostbite, and others) use Physically Based Rendering (PBR) and shading (article by Lucas Orsvarn). PBR shading offers more intuitive and user-friendly ways and parameters for describing surfaces. In Unreal Engine, PBR materials have the following parameters:<\/p>\n<ul>\n<li>Base Color \u2014 the actual texture of the surface. <\/li>\n<li>Roughness \u2014 how uneven the surface is.<\/li>\n<li>Metallic \u2014 whether the surface is metallic.<\/li>\n<li>Specular \u2014 the amount of specular highlights on the surface.<\/li>\n<\/ul>\n<p>\n<img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/25c921ee1aae4e1cc4ee6e32f680f134.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Without PBR (left), PBR (right). Illustrations from Meta 3D studio<\/i><\/p>\n<p>However, there is another approach to rendering \u2014 ray tracing. This technology was previously disregarded due to performance and optimization issues. It was only used in the film and television industries. But the arrival of next-generation graphics cards has made it possible to use this approach in video games for the first time. <\/p>\n<p>Ray tracing is a rendering technology that creates more realistic light effects. It mimics the principles of light propagation in the real environment. Rays emitted from a light source behave like photons. They reflect off surfaces in random directions. When they hit the camera, the reflected or direct rays convey visual information about the surface they bounced off of (for example, reporting its color). Many projects from E3 2019 will support this technology.<\/p>\n<h3>3 \u2014 Types of Light Sources<\/h3>\n<p><\/p>\n<h4>3.1 \u2014 Point light<\/h4>\n<p>\nEmits light in all directions, like a regular bulb in real life.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/449b23918e398334945853dc38f66e8f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Unreal Engine Documentation<\/i><\/p>\n<h4>3.2 \u2014 Spot light<\/h4>\n<p>\nEmits light from a single point, spreading out like a cone. A real-life example: a flashlight.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/df3af27b5543a4f43bfc937765e32431.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Unreal Engine Documentation<\/i><\/p>\n<h4>3.3 \u2014 Area light<\/h4>\n<p>\nEmits direct light rays from a defined shape (e.g., a rectangle or circle). This type of light heavily burdens the processor because the computer calculates all points emitting light.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/e77a3fc195bcc6715cdab4eaf4f798be.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Unity Documentation<\/i><\/p>\n<h4>3.4 \u2014 Directional light<\/h4>\n<p>\nMimics the Sun or another distant light source. All rays move in one direction and can be considered parallel.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/f24e2a2054cabf08197a197c40325579.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Unity Documentation<\/i><\/p>\n<h4>3.5 \u2014 Emissive light<\/h4>\n<p>\nLight-emitting sources or emitting materials (Emissive Materials in UE4) easily and effectively create the illusion that a material is emitting light. This results in a light blur effect \u2014 it's noticeable when looking at a very bright object.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/47e859827d53c79a71405bb19e718e37.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Unreal Engine Documentation<\/i><\/p>\n<h4>3.6 \u2014 Ambient Light<\/h4>\n<p>\nThe scene from Doom 3 is lit by lamps on the walls, and the engine creates shadows. If a surface is in shadow, it colors it black. In real life, particles of light (photons) can reflect off surfaces. In more advanced rendering systems, light is baked into textures or calculated in real-time (global illumination). Older game engines \u2014 for example, ID Tech 3 (Doom) \u2014 consumed too many resources to calculate indirect lighting. To address the issue of insufficient indirect lighting, ambient light was used. As a result, all surfaces were at least partially illuminated.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/c9b513ed8459e2faac69e53200c09ee6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>The Doom 3 engine (IdTech 4 engine)<\/i><\/p>\n<h4>3.7 \u2014 Global Illumination<\/h4>\n<p>\nGlobal illumination is an attempt to calculate the reflection of light from one object onto another. This process places a much heavier load on the processor than ambient light.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/82a34b9e8acf5f701e052480ef0440b0.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Unreal Engine Documentation<\/i><\/p>\n<h2>IV \u2014 Lighting Design in Video Games<\/h2>\n<p>\nVisual composition (the position of light, its angles, colors, field of view, movement) greatly influences how users perceive the game environment.<\/p>\n<p>Designer Will Wright discussed visual composition functions in the game environment at GDC. In particular, it directs the player's attention to important elements \u2014 this is achieved by adjusting the saturation, brightness, and color of objects in the level. <br \/>\nAll this affects gameplay. <\/p>\n<p>The right atmosphere emotionally engages the player. Designers should pay attention to this by creating visual integrity. <\/p>\n<p>Maggie Safe El-Nasr conducted several experiments \u2014 she invited users unfamiliar with FPS shooters to play Unreal Tournament. Due to poor lighting design, players noticed enemies too late and quickly died. They were frustrated and often abandoned the game.<\/p>\n<p>Light creates effects, but in video games, it can be used differently than in theater, cinema, and architecture. From a design perspective, seven categories can be identified that describe lighting patterns. And one must not forget about emotions.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/4b92f78d9488bb44d5416ed99da17fc9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Design Elements in Level Art, Jeremy Price<\/i><\/p>\n<h3>1 \u2014 Guide<\/h3>\n<p>\n<b>Uncharted 4 <\/b><br \/>\nIn the book '100 Things Every Designer Needs to Know About People', Susan Weinschenk explores the significance of central and peripheral vision.<\/p>\n<p>Since central vision is the first thing we see, critically important elements that the player must notice should be placed there by the designer. Peripheral vision provides context and reinforces central vision. <\/p>\n<p>The Uncharted series is a good example \u2014 light enters the central field of vision and guides the player. However, if the elements that fall within peripheral vision contradict the central ones, the connection between the designer and the player breaks down. <\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/05dc8287dba47b3518c215d429daa0fd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Until Dawn<\/b><br \/>\nLighting in this game is used to guide the player. Creative director Will Byles said: 'The most challenging aspect for us was creating an atmosphere of fear without plunging everything into darkness. Unfortunately, when the image becomes too dark, the game engine tries to brighten it up, and vice versa. We had to invent new techniques to deal with this problem.'<\/p>\n<p>As shown in the illustration below, warm light stands out against a blue background, drawing the player's attention.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/3870d3af97045c31d4af7f73007af827.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Lighting\/Cropping<\/h3>\n<p>\n<b>Resident Evil 2 Remake<\/b><\/p>\n<p>Light in RE2 Remake can change the frame. When you walk through the dark corridors of the Raccoon City police station, the player's flashlight serves as the main source of light. This kind of lighting is a powerful mechanic. The altered perspective draws the player's gaze to the illuminated area while cutting everything else out due to the strong contrast.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/21b0dd50ce499fda2a18e9980070b6ba.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Dark Souls I<\/b><\/p>\n<p>The Tomb of the Giants is one of the very dark locations in the game with lots of dangerous cliffs. It can be navigated by following the glowing stones and moving carefully to avoid falling. Also, beware of the bright white eyes, as they indicate an enemy.<\/p>\n<p>The radius of light from the player is significantly reduced, and visibility in the dark is limited. By holding the flashlight in their left hand, the player increases both brightness and field of view. However, the flashlight significantly reduces damage dealt, creating a choice between visibility or protection.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/2bfe4a539a2150e96e302d76912e17ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>3 \u2014 Narrative<\/h3>\n<p>\n<b>Prey<\/b><\/p>\n<p>Since the station where the action takes place is in orbit, there is a unique light cycle in the game. This affects the direction of light and, consequently, has a significant impact on gameplay. In this game, it is harder to find items and locations than usual. In distant sections, players can solve emerging problems by looking at them from one angle inside the station and from a different angle outside.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/7c9452e706c1f98a8361b1a7f0b7066a.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Alien Isolation<\/b><\/p>\n<p>In 'Alien,' light is used to guide the player and create a sense of fear. The player is in constant tension \u2014 somewhere in the darkness, the xenomorph is lurking.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/db82dac4cab303498f02de0f8ab1d9fb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>4 \u2014 Stealth<\/h3>\n<p>\n<b>Splinter Cell: Blacklist<\/b><\/p>\n<p>In this game, light not only guides the user but also serves as a gameplay mechanic.<\/p>\n<p>In many locations, players utilize shadows to stay on a safe course and avoid enemies. In Splinter Cell, the role of a 'visibility meter' is played by a light on the character's equipment \u2014 the more hidden the player is, the brighter the bulb lights up.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/38789f17b2c57e0b6fa2f402d68c02aa.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Mark of the Ninja<\/b><\/p>\n<p>In Mark of the Ninja, light and dark are entirely opposed to each other. Lead designer Nels Anderson stated, \"How the character looks shows whether you are visible or not. If you are hidden, you wear black, with only a few details highlighted in red; in the light, you are fully colored\" (article on Mark of the Ninja's five stealth design rules).<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/887eed559486174b0d185200811e1cdd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>5 \u2014 Combat\/Defense<\/h3>\n<p>\n<b>Alan Wake<\/b><\/p>\n<p>The flashlight in Alan Wake is a weapon. Without it, you cannot eliminate enemies. You need to shine it on them and hold it for a certain period \u2014 this makes them vulnerable and allows you to kill them. When light falls on an opponent, a halo appears, which then shrinks and the object begins to glow. At this moment, the player can shoot the enemy.<\/p>\n<p>You can also use flares and flashbangs to eliminate opponents.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/603d92c0c8af287c67c845d3d0a720d6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>A Plague Tale: Innocence<\/b><\/p>\n<p>In the project by Asobo Studio, you can use rats against people. For example, if you break an enemy's lantern, they will instantly be plunged into darkness, which does not hold back swarms of rats.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/a6af965de3376e928a1171c19d5d83ae.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>6 \u2014 Alert\/Feedback<\/h3>\n<p>\n<b>Deus Ex: Mankind Divided<\/b><\/p>\n<p>In Deus Ex, surveillance cameras monitor what happens within their field of view, which is limited to a cone of light. The light is green when they are neutral. Upon detecting an enemy, the camera changes the light to yellow, emits a beep, and tracks the target for a few seconds or until the enemy escapes its line of sight. After a few seconds, the light turns red, and the camera sounds an alarm. This way, light is used to interact with the player. <\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/b104f2a0940ed5ede42a61bb0e9c98c9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Hollow Knight<\/b><\/p>\n<p>The Metroidvania by Team Cherry changes lighting more frequently than players notice.<\/p>\n<p>For example, every time you take damage, the screen freezes for a moment, and a broken glass effect appears next to the hero. Overall lighting is dimmed, but nearby light sources (lamps and fireflies) do not go out. This emphasizes the significance and impact of each hit taken.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/324da29410ef61444ccd7af4a42cfffc.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>7 \u2014 Separation<\/h3>\n<p>\n<b>Assassin\u2019s Creed Odyssey<\/b><\/p>\n<p>The day and night cycle is central to 'Odyssey.' At night, patrols are fewer, and players are more likely to go unnoticed.<\/p>\n<p>The time of day can be changed at any moment \u2014 this is built into the game. At night, enemies' vision is weakened, and many of them go to sleep. It becomes easier to avoid and attack opponents.<\/p>\n<p>The transition between day and night here is a unique system, and the rules of the game change drastically depending on the time of day.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/34da9b1ecfc8ea0c3aca901452254797.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Don\u2019t Starve<\/b><\/p>\n<p>The survival simulator Don't Starve shows no mercy to newcomers at night \u2014 wandering in the dark is fatal. Within five seconds, the player is attacked and takes damage. A source of light is necessary for survival.<\/p>\n<p>Mobs fall asleep as soon as night falls and wake up with the sunrise. Some creatures that sleep during the day may wake up. Plants do not grow. Meat does not dry out. The day and night cycle establishes a system, dividing the rules of the game into two categories.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Gaming Experience\" src=\"\/wp-content\/uploads\/2019\/10\/bd6beb583fc35f03dc80f19820edd161.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h2>V \u2014 Conclusion<\/h2>\n<p>\nMany lighting techniques we see in visual arts, cinema, and architecture are applied in game development to enhance the aesthetics of the virtual space and improve the player's experience. However, games differ greatly from film or theater \u2014 the environment is dynamic and unpredictable. In addition to static lighting, dynamic light sources are used, adding interactivity and the necessary emotions.<\/p>\n<p>Light is a whole spectrum of tools. It offers artists and designers great possibilities for even stronger player engagement.<\/p>\n<p>The development of technology has also influenced this. Now game engines have much more light settings \u2014 it's no longer just about illuminating locations, but also affects game design.<\/p>\n<h2>List of References<\/h2>\n<p><\/p>\n<ol>\n<li>Seif El-Nasr, M., Miron, K. and Zupko, J. (2005). Intelligent Lighting for a Better Gaming Experience. Proceedings of the Computer-Human Interaction 2005, Portland, Oregon.<\/li>\n<li>Seif El-Nasr, M. (2005). Intelligent Lighting for Game Environments. Journal of Game Development, 1(2), <\/li>\n<li>Birn, J. (Ed.) (2000). Digital Lighting &amp; Rendering. New Riders, Indianapolis.<\/li>\n<li>Calahan, S. (1996). Storytelling through lighting: a computer graphics perspective. Siggraph Course Notes.<\/li>\n<li>Seif El-Nasr, M. and Rao, C. (2004). Visually Directing User's Attention in Interactive 3D Environments. Siggraph Poster Session.<\/li>\n<li>Reid, F. (1992). The Stage Lighting Handbook. A&amp;C Black, London.<\/li>\n<li>Reid, F. (1995). Lighting the Stage. Focal Press, Boston.<\/li>\n<li>Petr Dyachikhin (2017), Modern Videogame Technology: Trends and Innovations, Bachelor\u2019s thesis, Savonia University of Applied Sciences.<\/li>\n<li>Adorama learning center (2018), Basic Cinematography Lighting Techniques, from (https:\/\/www.adorama.com\/alc\/basic-cinematography-lighting-techniques)<\/li>\n<li>Seif El-Nasr, M., Niendenthal, S., Knez, I., Almeida, P. and Zupko, J. (2007), Dynamic Lighting for Tension in Games, the International Journal of Computer Game Research.<\/li>\n<li>Yakup Mohd Rafee, Ph.D. (2015), Exploring Georges de la Tour\u2019s Painting Based on Chiaroscuro and Tenebrism Theory, University Malaysia Sarawak.<\/li>\n<li>Sophie-Louise Millington (2016), In-Game Lighting: Does Lighting Influence Player Interaction and Emotion in an Environment?, University of Derby.<\/li>\n<li>Prof. Stephen A. Nelson (2014), Properties of Light and Examination of Isotropic Substances, Tulane University.<\/li>\n<li>Creative Commons Attribution-ShareAlike License (2019), The Dark Mod, from (https:\/\/en.wikipedia.org\/wiki\/The_Dark_Mod)<\/li>\n<\/ol>\n<p>Source: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/company\/playgendary\/blog\/471806\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0431\u0443\u0434\u0443\u0442 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0442\u044c \u0442\u0440\u0430\u0441\u0441\u0438\u0440\u043e\u0432\u043a\u0443 \u043b\u0443\u0447\u0435\u0439, \u0437\u0430\u0434\u0443\u043c\u0430\u043b\u0441\u044f \u043e\u0431 \u043e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0438 \u0432 \u0438\u0433\u0440\u0430\u0445. \u041d\u0430\u0448\u0435\u043b \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b, \u0433\u0434\u0435 \u0430\u0432\u0442\u043e\u0440 \u043e\u0431\u044a\u044f\u0441\u043d\u044f\u0435\u0442, \u0447\u0442\u043e \u0442\u0430\u043a\u043e\u0435 \u0441\u0432\u0435\u0442, \u043a\u0430\u043a \u043e\u043d \u0432\u043b\u0438\u044f\u0435\u0442 \u043d\u0430 \u0434\u0438\u0437\u0430\u0439\u043d, \u043c\u0435\u043d\u044f\u0435\u0442 \u0433\u0435\u0439\u043c\u043f\u043b\u0435\u0439, \u044d\u0441\u0442\u0435\u0442\u0438\u043a\u0443 \u0438 \u044d\u043a\u0441\u043f\u0438\u0440\u0438\u0435\u043d\u0441. \u0412\u0441\u0435 \u0441 \u043f\u0440\u0438\u043c\u0435\u0440\u0430\u043c\u0438 \u0438 \u0441\u043a\u0440\u0438\u043d\u0448\u043e\u0442\u0430\u043c\u0438. \u0412\u043e \u0432\u0440\u0435\u043c\u044f \u0438\u0433\u0440\u044b \u043d\u0430 \u0442\u0430\u043a\u043e\u0435 \u043d\u0435 \u0441\u0440\u0430\u0437\u0443 \u043e\u0431\u0440\u0430\u0449\u0430\u0435\u0448\u044c \u0432\u043d\u0438\u043c\u0430\u043d\u0438\u0435. \u0412\u0432\u0435\u0434\u0435\u043d\u0438\u0435 \u041e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0435 \u043d\u0443\u0436\u043d\u043e \u043d\u0435 \u0442\u043e\u043b\u044c\u043a\u043e \u0434\u043b\u044f \u0442\u043e\u0433\u043e, [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":29300,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-39053","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" 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