{"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\/ro\/blog\/news\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","title":{"rendered":"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/1cde9de838dae93f6925388753308f25.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nA\u0219tept\u00e2nd PS5 \u0219i Project Scarlett, care vor sus\u021bine ray tracing, m-am g\u00e2ndit la iluminarea din jocuri. Am g\u0103sit un material \u00een care autorul explic\u0103 ce este lumina, cum influen\u021beaz\u0103 designul, schimb\u0103 gameplay-ul, estetica \u0219i experien\u021ba. Totul cu exemple \u0219i capturi de ecran. \u00cen timpul jocului, nu observi imediat acest aspect.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><\/p>\n<h2>Introducere<\/h2>\n<p>\nIluminarea nu este necesar\u0103 doar pentru ca juc\u0103torul s\u0103 poat\u0103 vedea scena (de\u0219i acest lucru este foarte important). Lumina influen\u021beaz\u0103 emo\u021biile. Multe tehnici de iluminare folosite \u00een teatru, cinema \u0219i arhitectur\u0103 sunt utilizate pentru a intensifica componenta emo\u021bional\u0103. De ce s\u0103 nu \u00eemprumut\u0103m aceste principii designerilor de jocuri? Leg\u0103tura dintre imagine \u0219i r\u0103spunsul emo\u021bional ofer\u0103 un alt instrument puternic, care ajut\u0103 la lucrul cu personajul, nara\u021biunea, sunetul, mecanicile de joc \u0219i a\u0219a mai departe. \u00cen acela\u0219i timp, interac\u021biunea luminii cu suprafa\u021ba permite influen\u021barea luminozit\u0103\u021bii, culorii, contrastului, umbrelor \u0219i altor efecte. Toate acestea constituie baza pe care fiecare designer ar trebui s\u0103 o st\u0103p\u00e2neasc\u0103.<\/p>\n<p>Scopul acestui material este de a determina cum designul ilumin\u0103rii influen\u021beaz\u0103 estetica jocului \u0219i experien\u021ba utilizatorului. Vom analiza natura luminii \u0219i modul \u00een care este utilizat\u0103 \u00een alte domenii ale artei pentru a-i analiza rolul \u00een jocurile video.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/08b4722bb263107e6cc619021bae2ae6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Lacul Lebedelor, Alexander Ekman<\/i><\/p>\n<h2>I \u2014 Natura luminii<\/h2>\n<p>\n\u201espa\u021biu, lumin\u0103 \u0219i ordine. Acestea sunt lucrurile de care oamenii au nevoie la fel de mult ca de o bucat\u0103 de p\u00e2ine sau de un ad\u0103post\u201d, \u2014 Le Corbusier.<\/p>\n<p>Lumina natural\u0103 ne ghideaz\u0103 \u0219i ne \u00eenso\u021be\u0219te din momentul na\u0219terii. Este necesar\u0103, stabile\u0219te ritmul nostru natural. Lumina controleaz\u0103 procesele din organismul nostru \u0219i influen\u021beaz\u0103 ceasurile biologice. S\u0103 \u00een\u021belegem ce este fluxul luminos, intensitatea luminii, culoarea \u0219i punctele focale. Astfel, vom \u00een\u021belege din ce este compus\u0103 lumina \u0219i cum se comport\u0103.<\/p>\n<h3>1 \u2014 Ce vede ochiul uman<\/h3>\n<p>\nLumina este o parte a spectrului electromagnetic, perceput\u0103 de ochi. Acest interval de lungimi de und\u0103 se afl\u0103 \u00eentre 380 \u0219i 780 nm. Pe parcursul zilei, distinge culorile datorit\u0103 conurilor, iar noaptea ochiul folose\u0219te bastona\u0219e, \u0219i vedem doar nuan\u021bele de gri.<\/p>\n<p>Principalele propriet\u0103\u021bi ale luminii vizibile sunt direc\u021bia, intensitatea, frecven\u021ba \u0219i polarizarea. Viteza sa \u00een vacuum este de 300 000 000 m\/s, \u0219i aceasta este una dintre constantele fundamentale fizice.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/49f7d0d05d830d3de4db5f4b9cb21ce9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Spectrul electromagnetic vizibil<\/i><\/p>\n<h3>2 \u2014 Direc\u021bia de propagare<\/h3>\n<p>\n\u00cen vid nu exist\u0103 substan\u021b\u0103, iar lumina se propag\u0103 \u00een linie dreapt\u0103. Cu toate acestea, se comport\u0103 diferit atunci c\u00e2nd interac\u021bioneaz\u0103 cu ap\u0103, aer \u0219i alte substan\u021be. La contactul cu o substan\u021b\u0103, o parte din lumin\u0103 este absorbit\u0103 \u0219i se transform\u0103 \u00een energie termic\u0103. C\u00e2nd interac\u021bioneaz\u0103 cu un material transparent, o parte din lumin\u0103 este de asemenea absorbit\u0103, dar restul trece prin material. De la obiecte netede, precum oglinzile, lumina se reflect\u0103. Dac\u0103 suprafa\u021ba obiectului este neregulat\u0103, lumina se dispers\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/53bf40a9772bf5c8c672067ab67399b6.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/0397bd3e7f79767bea3628de88640b9c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Direc\u021bia de propagare a luminii<\/i><\/p>\n<h3>3 \u2014 Caracteristici de baz\u0103<\/h3>\n<p>\nFluxul luminos. Cantitatea de lumin\u0103 emis\u0103 de o surs\u0103 de lumin\u0103.<br \/>\nUnitatea de m\u0103sur\u0103: lm (lumen).<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/f084baec372f82c9418e1e9327ec9dde.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Intensitatea luminoas\u0103.<\/b> Cantitatea de lumin\u0103 transportat\u0103 \u00eentr-o direc\u021bie specific\u0103.<br \/>\nUnitatea de m\u0103sur\u0103: cd (candela).<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/51f544593b8d19aadd9d44dab85f5e48.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Iluminare. <\/b>Cantitatea de flux luminos care cade pe o suprafa\u021b\u0103.<br \/>\nIluminare = flux luminos (lm) \/ suprafa\u021b\u0103 (m2).<\/p>\n<p>Unitatea de m\u0103sur\u0103: lx (lux).<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/132ba4891adb4d8afb2abb6341cdb46e.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Luminozitate.<\/b> Aceasta este singura caracteristic\u0103 de baz\u0103 a luminii perceput\u0103 de ochiul uman. Pe de o parte, ia \u00een considerare intensitatea sursei de lumin\u0103, iar pe de alt\u0103 parte, suprafa\u021ba, deci depinde mult de gradul de reflexie (de culoare \u0219i textur\u0103).<br \/>\nUnitatea de m\u0103sur\u0103: cd\/m2.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/84b29ea5b46e41888901a0f53d457248.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h3>4 \u2014 Temperatura de culoare<\/h3>\n<p>\nTemperatura de culoare este m\u0103surat\u0103 \u00een Kelvin \u0219i reflect\u0103 culoarea unei anumite surse de lumin\u0103. Fizicianul britanic William Kelvin a \u00eenc\u0103lzit o bucat\u0103 de carbune. Aceasta s-a \u00eenro\u0219it, schimb\u00e2ndu-\u0219i culorile \u00een func\u021bie de temperatura atins\u0103. Ini\u021bial, carbunele s-a luminat \u00eentr-o nuan\u021b\u0103 de ro\u0219u \u00eenchis, dar pe m\u0103sur\u0103 ce temperatura a crescut, culoarea s-a schimbat \u00een galben str\u0103lucitor. La temperatura maxim\u0103, lumina emis\u0103 a devenit alb\u0103strui-alb.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/f58da2399eaf7f64236f1c864be8a617.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/1895e53b07e68edb696ad7280f3e62bb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Lumin\u0103 natural\u0103, 24 de ore, Simon Leahy<\/i><\/p>\n<h2>II \u2014 Tehnici de design al luminii<\/h2>\n<p>\n\u00cen aceast\u0103 sec\u021biune, vom explora ce modele de iluminare pot fi utilizate pentru a influen\u021ba expresivitatea con\u021binutului \/ viziunii vizuale. Pentru aceasta, vom defini asem\u0103n\u0103rile \u0219i diferen\u021bele tehnicilor de iluminare folosite de arti\u0219ti \u0219i designerii de lumin\u0103.<\/p>\n<h3>1 \u2014 Umbr\u0103 \u0219i tenebrisms<\/h3>\n<p>\nLumina \u0219i umbra este unul dintre conceptele teoriei artei, referindu-se la distribu\u021bia ilumin\u0103rii. Prin intermediul acesteia sunt reprezentate tranzi\u021biile tonului pentru a reda volum \u0219i atmosfer\u0103. Georges de La Tour este cunoscut pentru lucr\u0103rile sale cu lumina de noapte \u0219i scenele iluminate de flac\u0103ra unei lum\u00e2n\u0103ri. Niciunul dintre precursorii s\u0103i nu a lucrat asemenea tranzi\u021bii cu o asemenea m\u0103iestrie. Lumina \u0219i umbra joac\u0103 un rol fundamental \u00een lucr\u0103rile sale \u0219i sunt parte a compozi\u021biei \u00een variate \u0219i adesea alternative varia\u021bii. Studiul picturilor lui de La Tour ajut\u0103 la \u00een\u021belegerea utiliz\u0103rii luminii \u0219i a propriet\u0103\u021bilor acesteia.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/92d20ad6513bd4989aceb4ba0b6ddfed.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Georges de La Tour \u201eMaria Magdalena pioas\u0103\u201d, 1638-1643.<\/i><\/p>\n<h4>a \u2014 Contrast ridicat<\/h4>\n<p>\n\u00cen aceast\u0103 pictur\u0103, fa\u021ba \u0219i \u00eembr\u0103c\u0103mintea luminoas\u0103 ies \u00een eviden\u021b\u0103 pe un fundal \u00eentunecat. Datorit\u0103 contrastului ridicat al tonurilor, aten\u021bia spectatorului este concentrat\u0103 pe aceast\u0103 parte a imaginii. \u00cen realitate, un astfel de contrast nu ar fi existat. Distan\u021ba dintre fa\u021b\u0103 \u0219i lum\u00e2nare este mai mare dec\u00e2t cea dintre lum\u00e2nare \u0219i m\u00e2ini. Totu\u0219i, compar\u00e2nd cu fa\u021ba, vedem c\u0103 tonul \u0219i contrastul de pe m\u00e2ini sunt diminuate. Georges de La Tour folose\u0219te diferite contraste pentru a atrage aten\u021bia observatorului.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/37f4240aa239f1a5750dc12420a4c12f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h4>b \u2014 Contur \u0219i ritm de lumin\u0103<\/h4>\n<p>\nDatorit\u0103 diferen\u021bei mari de tonuri, \u00een unele zone la marginea figurii apar contururi. Chiar \u0219i \u00een p\u0103r\u021bile \u00eentunecate ale picturii, artistul \u00eei pl\u0103cea s\u0103 foloseasc\u0103 tonuri diferite pentru a sublinia limitele obiectului. Lumina nu este concentrat\u0103 \u00eentr-o singur\u0103 zon\u0103, ci alunec\u0103 \u00een jos: de la fa\u021b\u0103 la picioare.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/2918d3787533f73c1d450cba568099ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>c \u2014 Sursa de lumin\u0103<\/h4>\n<p>\n\u00cen majoritatea lucr\u0103rilor, Georges de La Tour folose\u0219te lum\u00e2n\u0103ri sau l\u0103mpi ca surs\u0103 de lumin\u0103. \u00cen pictur\u0103 este reprezentat\u0103 o lum\u00e2nare aprins\u0103, dar \u0219tim deja c\u0103 luminile \u0219i umbrele de aici nu depind de ea. Georges de La Tour a plasat fa\u021ba pe un fundal \u00eentunecat \u0219i a a\u0219ezat lum\u00e2narea pentru a crea o tranzi\u021bie brusc\u0103 \u00eentre tonuri. Pentru un contrast ridicat, tonurile luminoase se \u00eenvecineaz\u0103 cu cele \u00eentunecate, ating\u00e2nd un efect optim.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/5b23539e6ec4d10c538aff3b90015548.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>d \u2014 Umbra \u0219i lumina ca o compozi\u021bie din forme geometrice<\/h4>\n<p>\nDac\u0103 simplific\u0103m lumina \u0219i umbra \u00een aceast\u0103 lucrare, vom observa forme geometrice de baz\u0103. Uniunea tonurilor luminoase \u0219i \u00eentunecate formeaz\u0103 o compozi\u021bie simpl\u0103. Aceasta sugereaz\u0103 indirect senza\u021bia de spa\u021biu, \u00een care pozi\u021bia obiectelor \u0219i figurilor arat\u0103 planul din fa\u021b\u0103 \u0219i cel din spate, cre\u00e2nd tensiune \u0219i energie.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/4b892d32ad6a42a99507ca209d60692c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Tehnici cinematografice de baz\u0103 pentru iluminare<\/h3>\n<p><\/p>\n<h4>2.1 \u2014 Iluminarea cu trei puncte<\/h4>\n<p>\nUna dintre cele mai populare \u0219i reu\u0219ite metode de iluminare a oric\u0103rui obiect este iluminarea cu trei puncte, un sistem clasic de la Hollywood. Aceast\u0103 tehnic\u0103 permite transmiterea volumului obiectului.<\/p>\n<p><b>Lumina principal\u0103 (Key Lighting, adic\u0103 sursa principal\u0103 de lumin\u0103)<\/b><br \/>\nDe obicei, aceasta este cea mai puternic\u0103 lumin\u0103 din fiecare scen\u0103. Poate veni din orice parte, iar sursa sa poate fi lateral\u0103 sau din spatele obiectului (Jeremy Birn, \u201eIluminare digital\u0103 \u0219i redare\u201d).<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/54b29632796f88b130e690bb010e737f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Lumina de umplere (Fill Lighting, adic\u0103 lumina pentru gestionarea contrastelor)<\/b><br \/>\nDin denumire este evident c\u0103 aceasta se folose\u0219te pentru a \u201eumple\u201d \u0219i elimina zonele \u00eentunecate create de lumina principal\u0103. Lumina de umplere este vizibil mai pu\u021bin intens\u0103 \u0219i se afl\u0103 la un unghi fa\u021b\u0103 de sursa principal\u0103 de lumin\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/dc4d53ec6b73c32d93425ed8b7f96f5f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Lumina de fundal (Backlighting, adic\u0103 separatorul de fundal)<\/b><br \/>\nAceasta este folosit\u0103 pentru a transmite volumul scenei. O separ\u0103 pe obiect de fundal. La fel ca lumina de umplere, lumina de fundal este mai pu\u021bin intens\u0103 \u0219i acoper\u0103 o zon\u0103 mai mare a obiectului.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/c7168b703e228756dbbbca4886221ecd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>2.2 \u2014 Dinspre baz\u0103<\/h4>\n<p>\nDatorit\u0103 mi\u0219c\u0103rii Soarelui, suntem obi\u0219nui\u021bi s\u0103 vedem oamenii ilumina\u021bi din orice unghi, dar nu \u0219i dinspre baz\u0103. Aceast\u0103 metod\u0103 arat\u0103 foarte neobi\u0219nuit.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/3c4ee5385ccf2505a0273f4e1bdba12b.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201eFrankenstein\u201d, James Whale, 1931<\/i><\/p>\n<h4>2.3 \u2014 Din spate<\/h4>\n<p>\nObiectul se afl\u0103 \u00eentre sursa de lumin\u0103 \u0219i spectator. Din aceast\u0103 cauz\u0103, \u00een jurul obiectului apare o str\u0103lucire, iar celelalte p\u0103r\u021bi r\u0103m\u00e2n \u00een umbr\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/52623dbab4ae47ee9a98c2861c12c3dd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201eExtraterestrul\u201d, Steven Spielberg, 1982<\/i><\/p>\n<h4>2.4 \u2014 Din lateral<\/h4>\n<p>\nAcest tip de iluminare este folosit pentru a ilumina scena dintr-o parte. Creeaz\u0103 un contrast clar, care reflect\u0103 texturile \u0219i eviden\u021biaz\u0103 contururile obiectului. Aceast\u0103 metod\u0103 este similar\u0103 tehnicii de lumin\u0103 \u0219i umbr\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/e6a08bcff2a4f3e7b17527cc0dc160cf.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201eBlade Runner\u201d, Ridley Scott, 1982<\/i><\/p>\n<h4>2.5 \u2014 Iluminare practic\u0103<\/h4>\n<p>\nAceasta este iluminarea real\u0103 din scen\u0103, adic\u0103 \u2013 veioze, lum\u00e2n\u0103ri, ecranul televizorului \u0219i altele. Aceast\u0103 lumin\u0103 suplimentar\u0103 poate fi folosit\u0103 pentru a intensifica iluminarea.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/6f7362fbf5a6d28aee8573b5f2ad923f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201eBarry Lyndon\u201d, Stanley Kubrick, 1975<\/i><\/p>\n<h4>2.6 \u2014 Lumin\u0103 reflectat\u0103<\/h4>\n<p>\nLumina de la o surs\u0103 puternic\u0103 este dispersat\u0103 cu ajutorul unui reflector sau al unei suprafe\u021be, cum ar fi pere\u021bii sau tavanul. Astfel, lumina acoper\u0103 o zon\u0103 mai mare \u0219i se a\u0219az\u0103 mai uniform.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/2cc6cd8d7c02bc56acf1eb9e9de2a7df.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u201eCavalerul \u00eentunecat: rena\u0219terea unei legende\u201d, Christopher Nolan, 2012<\/i><\/p>\n<h4>2.7 \u2014 Lumin\u0103 dur\u0103 \u0219i moale<\/h4>\n<p>\nPrincipala diferen\u021b\u0103 \u00eentre lumina dur\u0103 \u0219i cea moale este dimensiunea sursei de lumin\u0103 \u00een raport cu obiectul. Soarele este cea mai mare surs\u0103 de lumin\u0103 din sistemul solar. Cu toate acestea, este situat la 90 de milioane de kilometri distan\u021b\u0103 de noi, ceea ce \u00eel face o surs\u0103 mic\u0103 de lumin\u0103. Creeaz\u0103 umbre dure \u0219i, prin urmare, lumin\u0103 dur\u0103. Dac\u0103 apar nori, \u00eentregul cer devine o surs\u0103 uria\u0219\u0103 de lumin\u0103, iar umbrele devin mai greu de distins. A\u0219adar, apare lumina moale.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/0ba39f90fa009cf2e99735b5dddcf033.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Exemple 3D cu LEGO, Jo\u00e3o Prada, 2017<\/i><\/p>\n<h4>2.8 \u2014 High \u0219i low key<\/h4>\n<p>\nIluminarea high key este utilizat\u0103 pentru a crea scene foarte luminoase. Este adesea aproape de supraexpunere. Toate sursele de lumin\u0103 sunt aproximativ egale ca putere.<br \/>\nSpre deosebire de iluminarea high key, \u00een low key scena este puternic \u00eentunecat\u0103 \u0219i poate avea o surs\u0103 de lumin\u0103 puternic\u0103. Rolul principal \u00eei revine umbrelor, nu luminii, pentru a transmite o senza\u021bie de suspans sau dramaticitate.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/0d7a81cc68c20e927ce6a7fb6a711ae5.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abTHX 1138\u00bb, George Lucas, 1971<\/i><\/p>\n<h4>2.9 \u2014 Iluminare motivat\u0103 (Motivated Lighting)<\/h4>\n<p>\nAceast\u0103 iluminare imit\u0103 lumina natural\u0103 \u2014 lumina soarelui, lumina lunii, luminile stradale \u0219i a\u0219a mai departe. Este folosit\u0103 pentru a spori iluminarea practic\u0103. Tehnici speciale ajut\u0103 la realizarea unei ilumin\u0103ri motivate naturale, de exemplu, filtre (gobo) pentru a crea efectul feroneri \u00eenchise.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/710deca284661bd7408d76e37acd6db2.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abDrive\u00bb, Nicolas Winding Refn, 2011<\/i><\/p>\n<h4>2.10 \u2014 Lumina exterioar\u0103<\/h4>\n<p>\nAceasta poate fi lumina soarelui, lumina lunii sau luminile stradale vizibile \u00een scen\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/ca0e9b54669e132e167d5f123cc00909.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abStranger Things. Sezonul 3\u00bb, fra\u021bii Duffer, 2019<\/i><\/p>\n<h2>III \u2014 Bazele rand\u0103rii<\/h2>\n<p>\nDesignerii de nivel con\u0219tientizeaz\u0103 importan\u021ba ilumin\u0103rii \u0219i realizeaz\u0103 o anumit\u0103 percep\u021bie a scenei, folosind-o pentru a eviden\u021bia nivelul \u0219i a atinge obiectivele vizuale dorite. Trebuie s\u0103 defineasc\u0103 sursele statice de lumin\u0103, unghiurile de dispersie \u0219i culorile acestora. Acestea stabilesc o anumit\u0103 atmosfer\u0103 \u0219i vizibilitate necesar\u0103. Dar nu este at\u00e2t de simplu, deoarece iluminarea depinde de specifica\u021bii tehnice, cum ar fi puterea procesorului. A\u0219adar, exist\u0103 dou\u0103 tipuri de iluminare: iluminare precomputat\u0103 \u0219i randare \u00een timp real.<\/p>\n<h3>1 \u2014 Iluminare precomputat\u0103 (Precomputed lighting)<\/h3>\n<p>\nDesignerii utilizeaz\u0103 iluminarea static\u0103 pentru a seta caracteristicile fiec\u0103rui surs\u0103 de iluminat - inclusiv pozi\u021bia, unghiul \u0219i culoarea. De obicei, implementarea ilumin\u0103rii globale \u00een timp real este imposibil\u0103 din cauza performan\u021bei. <\/p>\n<p>Iluminarea global\u0103 static\u0103 precalculat\u0103 poate fi utilizat\u0103 \u00een majoritatea motoarelor, inclusiv Unreal Engine \u0219i Unity. Motorul \"\u00eenghea\u021b\u0103\" aceast\u0103 iluminare \u00eentr-o textur\u0103 special\u0103, numit\u0103 \"hart\u0103 de iluminare\" (lightmap). Aceste lightmap-uri sunt stocate \u00eempreun\u0103 cu celelalte fi\u0219iere de tip hart\u0103, iar motorul se refer\u0103 la ele \u00een timpul red\u0103rii scenei. <\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/6ec8f2d21bb3d884c417b97e6b35100f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Aceea\u0219i scen\u0103: f\u0103r\u0103 iluminare (st\u00e2nga), doar cu iluminare direct\u0103 (la mijloc) \u0219i cu iluminare global\u0103 indirect\u0103 (dreapta). Ilustra\u021bii de la Unity Learn<\/i><\/p>\n<p>Pe l\u00e2ng\u0103 lightmap-uri, exist\u0103 h\u0103r\u021bi de umbre, care sunt folosite pentru a crea umbre. Mai \u00eent\u00e2i, totul este redat av\u00e2nd \u00een vedere sursa de lumin\u0103 - aceasta genereaz\u0103 o umbr\u0103, care reflect\u0103 ad\u00e2ncimea pixelului scenei. Harta ob\u021binut\u0103 a ad\u00e2ncimii pixelului se nume\u0219te hart\u0103 de umbre. Aceasta con\u021bine informa\u021bii despre distan\u021ba dintre sursa de lumin\u0103 \u0219i obiectele cele mai apropiate de ea pentru fiecare pixel. Apoi, se realizeaz\u0103 redarea, unde fiecare pixel de pe suprafa\u021b\u0103 este comparat cu harta de umbre. Dac\u0103 distan\u021ba dintre pixel \u0219i sursa de lumin\u0103 este mai mare dec\u00e2t cea \u00eenregistrat\u0103 \u00een harta de umbre, atunci pixelul se afl\u0103 \u00een umbr\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/ba33f57d5758cc394a9d97eb437d187d.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Algoritmul aplic\u0103rii h\u0103r\u021bii de umbre. Ilustra\u021bie de la OpenGl-tutorial<\/i><\/p>\n<h3>2 - Redare \u00een timp real<\/h3>\n<p>\nUna dintre modelele clasice de iluminare pentru timp real se nume\u0219te modelul lui Lambert (\u00een onorarea matematicianului elve\u021bian Johann Heinrich Lambert). Atunci c\u00e2nd se face redarea \u00een timp real, GPU-ul trimite de obicei obiectele c\u00e2te unul. Acest metod folose\u0219te reprezentarea obiectului (pozi\u021bia, unghiul de rota\u021bie \u0219i scalarea) pentru a determina care dintre suprafe\u021bele sale trebuie redat\u0103. <\/p>\n<p>\u00cen cazul ilumin\u0103rii Lambert, lumina eman\u0103 din fiecare punct al suprafe\u021bei \u00een toate direc\u021biile. Totu\u0219i, nu sunt luate \u00een considerare anumite nuan\u021be, cum ar fi reflexiile (articol de Chandler Pralle). Pentru ca scena s\u0103 arate mai realist, modelului lui Lambert i se aplic\u0103 efecte suplimentare - cum ar fi str\u0103lucirile.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/bf045229812443a8cf4c976c213c24f6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Umbrirea Lambert pe exemplul unei sfere. Ilustra\u021bie din materialele lui Petru D'yachikhin<\/i><\/p>\n<p>Cele mai multe motoare moderne (Unity, Unreal Engine, Frostbite \u0219i altele) utilizeaz\u0103 redarea fizic corect\u0103 (Physically Based Rendering, PBR) \u0219i shading (articolul lui Lucas Orsvarn). Shading-ul PBR ofer\u0103 modalit\u0103\u021bi \u0219i op\u021biuni mai intuitive \u0219i convenabile pentru descrierea suprafe\u021bei. \u00cen Unreal Engine, materialele PBR au urm\u0103toarele parametrii:<\/p>\n<ul>\n<li>Base Color (culoarea de baz\u0103) \u2014 textura efectiv\u0103 a suprafe\u021bei. <\/li>\n<li>Roughness (rugozitate) \u2014 c\u00e2t de neuniform\u0103 este suprafa\u021ba.<\/li>\n<li>Metallic (metalitate) \u2014 dac\u0103 suprafa\u021ba este metalic\u0103.<\/li>\n<li>Specular (reflexivitate) \u2014 volumul str\u0103lucirii pe suprafa\u021b\u0103.<\/li>\n<\/ul>\n<p>\n<img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/25c921ee1aae4e1cc4ee6e32f680f134.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>F\u0103r\u0103 PBR (st\u00e2nga), PBR (dreapta). Ilustra\u021bii de la Meta 3D studio<\/i><\/p>\n<p>Cu toate acestea, exist\u0103 o alt\u0103 abordare a red\u0103rii \u2014 trasarea razelor. Anterior, aceast\u0103 tehnologie nu a fost considerat\u0103 din cauza problemelor de performan\u021b\u0103 \u0219i optimizare. A fost utilizat\u0103 doar \u00een industria cinematografic\u0103 \u0219i de televiziune. \u00cens\u0103 apari\u021bia pl\u0103cilor grafice de nou\u0103 genera\u021bie a permis pentru prima dat\u0103 utilizarea acestei abord\u0103ri \u00een jocurile video. <\/p>\n<p>Trasarea razelor este o tehnologie de redare care creeaz\u0103 efecte de lumin\u0103 mai realiste. Aceasta replic\u0103 principiile de propagare a luminii \u00een medii reale. Razele emise de sursa de lumina se comport\u0103 la fel ca fotonii. Ele se reflect\u0103 de suprafe\u021be \u00een direc\u021bii aleatorii. Astfel, ajung\u00e2nd \u00een camer\u0103, razele reflectate sau directe transmit informa\u021bii vizuale despre suprafa\u021ba de la care s-au reflectat (de exemplu, comunic\u0103 culoarea acesteia). Numeroase proiecte de la E3 2019 vor suporta aceast\u0103 tehnologie.<\/p>\n<h3>3 \u2014 Tipuri de surse de lumin\u0103<\/h3>\n<p><\/p>\n<h4>3.1 \u2014 Sursa de lumin\u0103 punctual\u0103 (Point light)<\/h4>\n<p>\nEmite lumin\u0103 \u00een toate direc\u021biile, ca o banal\u0103 bec \u00een via\u021ba real\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/449b23918e398334945853dc38f66e8f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Documenta\u021bia Unreal Engine<\/i><\/p>\n<h4>3.2 \u2014 Sursa de lumin\u0103 spot (Spot light)<\/h4>\n<p>\nEmite lumin\u0103 dintr-un singur punct, iar lumina se r\u0103sp\u00e2nde\u0219te ca un con. Exemplu din via\u021ba real\u0103: lantern\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/df3af27b5543a4f43bfc937765e32431.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Documenta\u021bia Unreal Engine<\/i><\/p>\n<h4>3.3 \u2014 Sursa de lumin\u0103 cu suprafa\u021b\u0103 (Area light)<\/h4>\n<p>\nEmite raze de lumin\u0103 directe dintr-un contur specific (de exemplu, un dreptunghi sau un cerc). Aceast\u0103 lumin\u0103 pune o presiune mare pe procesor, deoarece computerul calculeaz\u0103 toate punctele care emit lumin\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/e77a3fc195bcc6715cdab4eaf4f798be.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Documenta\u021bia Unity<\/i><\/p>\n<h4>3.4 \u2014 Sursa de lumin\u0103 direc\u021bional\u0103 (Directional light)<\/h4>\n<p>\nImit\u0103 soarele sau o alt\u0103 surs\u0103 de lumin\u0103 \u00eendep\u0103rtat\u0103. Toate razele se \u00eendreapt\u0103 \u00eentr-o singur\u0103 direc\u021bie \u0219i pot fi considerate paralele.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/f24e2a2054cabf08197a197c40325579.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Documenta\u021bia Unity<\/i><\/p>\n<h4>3.5 \u2014 Sursa de lumin\u0103 emisiv\u0103 (Emissive light)<\/h4>\n<p>\nSursa de lumin\u0103 sau materialele emitive (Emissive Materials \u00een UE4) creeaz\u0103 u\u0219or \u0219i eficient iluzia c\u0103 materialul emite lumin\u0103. Apare efectul de neclaritate a luminii - se vede c\u00e2nd te ui\u021bi la un obiect foarte str\u0103lucitor.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/47e859827d53c79a71405bb19e718e37.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Documenta\u021bia Unreal Engine<\/i><\/p>\n<h4>3.6 - Lumin\u0103 ambientala (Ambient Light)<\/h4>\n<p>\nScena din Doom 3 este iluminat\u0103 de l\u0103mpi pe pere\u021bi, motorul creeaz\u0103 umbre. Dac\u0103 o suprafa\u021b\u0103 se afl\u0103 \u00een umbr\u0103, motorul o coloreaz\u0103 \u00een negru. \u00cen via\u021ba real\u0103, particulele de lumin\u0103 (fotonii) se pot reflecta de pe suprafe\u021be. \u00cen sistemele de randare mai avansate, lumina este coapt\u0103 \u00een texturi sau calculat\u0103 \u00een timp real (iluminare global\u0103). Motoarele de joc mai vechi - de exemplu, ID Tech 3 (Doom) - consumau prea multe resurse pentru a calcula iluminarea indirect\u0103. Pentru a rezolva problema lipsei de iluminare indirect\u0103, s-a folosit lumina difuz\u0103. Astfel, toate suprafe\u021bele erau cel pu\u021bin pu\u021bin iluminate.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/c9b513ed8459e2faac69e53200c09ee6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Motorul Doom 3 (motorul IdTech 4)<\/i><\/p>\n<h4>3.7 - Iluminare global\u0103 (Global illumination)<\/h4>\n<p>\nIluminarea global\u0103 este o \u00eencercare de a calcula reflec\u021bia luminii de la unii obiecte la altele. Acest proces solicit\u0103 mult mai mult procesorul dec\u00e2t lumina difuz\u0103.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/82a34b9e8acf5f701e052480ef0440b0.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Documenta\u021bia Unreal Engine<\/i><\/p>\n<h2>IV - Designul luminii \u00een jocuri video<\/h2>\n<p>\nCompozi\u021bia vizual\u0103 (pozi\u021bia luminii, unghiurile, culorile, c\u00e2mpul de vedere, mi\u0219carea) are un impact semnificativ asupra modului \u00een care utilizatorii percep mediul de joc.<\/p>\n<p>Designerul Will Wright a vorbit la GDC despre func\u021biile compozi\u021biei vizuale \u00een mediul de joc. \u00cen special, aceasta \u00eendreapt\u0103 aten\u021bia juc\u0103torului asupra elementelor importante - acest lucru se realizeaz\u0103 prin ajustarea satur\u0103rii, luminozit\u0103\u021bii \u0219i culorii obiectelor de pe nivel. <br \/>\nToate acestea influen\u021beaz\u0103 gameplay-ul. <\/p>\n<p>O atmosfer\u0103 corect\u0103 implic\u0103 emo\u021bional juc\u0103torul. Designerii trebuie s\u0103 aib\u0103 grij\u0103 de acest aspect, cre\u00e2nd o coeren\u021b\u0103 vizual\u0103. <\/p>\n<p>Maggie Safe El-Nasr a efectuat c\u00e2teva experimente - a propus utilizatorilor care nu sunt familiariza\u021bi cu FPS-urile s\u0103 joace Unreal Tournament. Datorit\u0103 unui design slab al ilumin\u0103rii, juc\u0103torii observau du\u0219manii prea t\u00e2rziu \u0219i mureau repede. Se frustrau \u0219i, \u00een majoritatea cazurilor, abandoneaz\u0103 jocul.<\/p>\n<p>Lumina creeaz\u0103 efecte, dar \u00een jocurile video poate fi utilizat\u0103 diferit fa\u021b\u0103 de teatru, cinematografie \u0219i arhitectur\u0103. Din perspectiva designului, se pot distinge \u0219apte categorii care descriu tiparele de iluminare. \u0218i aici nu trebuie s\u0103 uit\u0103m de emo\u021bii.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/4b92f78d9488bb44d5416ed99da17fc9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Elemente de design \u00een level art, Jeremy Price<\/i><\/p>\n<h3>1 \u2014 Ghid<\/h3>\n<p>\n<b>Uncharted 4 <\/b><br \/>\n\u00cen cartea \u201eCele 100 de principii esen\u021biale \u00een design\u201d (100 Things Every Designer Needs to Know About People), Susan Weinschenk exploreaz\u0103 semnifica\u021bia viziunii centrale \u0219i periferice.<\/p>\n<p>Dat fiind c\u0103 viziunea central\u0103 este primul lucru pe care \u00eel vedem, elementele critice trebuie s\u0103 fie plasate \u00een aceast\u0103 zon\u0103, astfel \u00eenc\u00e2t juc\u0103torul s\u0103 le observe a\u0219a cum \u0219i-a propus designerul. Viziunea periferic\u0103 ofer\u0103 context \u0219i sus\u021bine viziunea central\u0103. <\/p>\n<p>Jocurile din seria Uncharted sunt un exemplu bun \u2014 lumina intr\u0103 \u00een c\u00e2mpul vizual central \u0219i ghideaz\u0103 juc\u0103torul. \u00cens\u0103, dac\u0103 elementele din viziunea periferic\u0103 contrazic cele centrale, leg\u0103tura dintre designer \u0219i juc\u0103tor se distruge. <\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/05dc8287dba47b3518c215d429daa0fd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Until Dawn<\/b><br \/>\nIluminarea din acest joc este utilizat\u0103 pentru a ghida juc\u0103torul. Directorul creativ al studioului, Will Byles, a spus: \u201eCea mai dificil\u0103 provocare pentru noi a fost s\u0103 cre\u0103m o atmosfer\u0103 de fric\u0103 f\u0103r\u0103 a \u00eentuneca totul. Din p\u0103cate, c\u00e2nd imaginea devine prea \u00eentunecat\u0103, motorul grafic \u00eencearc\u0103 s\u0103 o lumineze \u0219i invers. A trebuit s\u0103 invent\u0103m tehnici noi pentru a face fa\u021b\u0103 acestei probleme.\u201d<\/p>\n<p>Dup\u0103 cum se vede \u00een ilustratia de mai jos, lumina cald\u0103 se eviden\u021biaz\u0103 pe fundalul albastru, atr\u0103g\u00e2nd aten\u021bia juc\u0103torului.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/3870d3af97045c31d4af7f73007af827.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Iluminare \/ Cadraj<\/h3>\n<p>\n<b>Resident Evil 2 Remake<\/b><\/p>\n<p>Lumina din RE2 Remake poate schimba cadrajul. Atunci c\u00e2nd te plimbi prin coridoarele \u00eentunecate ale sec\u021biei de poli\u021bie Raccoon City, sursa principal\u0103 de lumin\u0103 este lanterna juc\u0103torului. Aceast\u0103 iluminare reprezint\u0103 o mecanic\u0103 puternic\u0103. Perspectiva modificat\u0103 atrage privirea juc\u0103torului c\u0103tre zona luminat\u0103 \u0219i taie restul din cauza contrastului puternic.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" 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>Morm\u00e2ntul Gigantilor (Tomb of the Giants) este una dintre loca\u021biile foarte \u00eentunecate din joc, plin\u0103 de pr\u0103p\u0103stii periculoase. Poate fi trecut\u0103 dac\u0103 urm\u0103re\u0219ti pietrele luminoase \u0219i te mi\u0219ti cu aten\u021bie pentru a nu c\u0103dea. De asemenea, trebuie s\u0103 te fere\u0219ti de ochii albi str\u0103lucitori, pentru c\u0103 ace\u0219tia reprezint\u0103 un inamic.<\/p>\n<p>Raza de iluminare a juc\u0103torului este considerabil redus\u0103, iar vizibilitatea \u00een \u00eentuneric este limitat\u0103. \u021ain\u00e2nd lanterna \u00een m\u00e2na st\u00e2ng\u0103, juc\u0103torul \u00eembun\u0103t\u0103\u021be\u0219te at\u00e2t iluminarea, c\u00e2t \u0219i c\u00e2mpul s\u0103u vizual. Totu\u0219i, lanterna reduce drastic daunele inflite, oblig\u00e2ndu-l pe juc\u0103tor s\u0103 aleag\u0103 \u00eentre vizibilitate \u0219i protec\u021bie.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/2bfe4a539a2150e96e302d76912e17ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>3 \u2014 Nara\u021biune<\/h3>\n<p>\n<b>Prey<\/b><\/p>\n<p>Deoarece sta\u021bia \u00een care se desf\u0103\u0219oar\u0103 ac\u021biunea este pe orbit\u0103, jocul are un ciclu de iluminare special. Acest ciclu determin\u0103 direc\u021bia luminii \u0219i, prin urmare, influen\u021beaz\u0103 semnificativ gameplay-ul. \u00cen acest joc, este mai greu s\u0103 g\u0103se\u0219ti obiecte \u0219i loca\u021bii dec\u00e2t de obicei. \u00cen sec\u021biunile \u00eendep\u0103rtate, juc\u0103torul poate solu\u021biona problemele ap\u0103rute privindu-le dintr-un unghi din interiorul sta\u021biei \u0219i dintr-un alt unghi din exterior.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" 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>\u00cen \u201eAlien\u201d, lumina este folosit\u0103 pentru a ghida juc\u0103torul \u0219i pentru a crea o senza\u021bie de fric\u0103. Utilizatorul este \u00eentr-o tensiune constant\u0103 - undeva \u00een \u00eentuneric se ascunde un xenomorf.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/db82dac4cab303498f02de0f8ab1d9fb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>4 - Camuflaj<\/h3>\n<p>\n<b>Splinter Cell: Blacklist<\/b><\/p>\n<p>Lumina din acest joc nu doar ghideaz\u0103 utilizatorul, ci este utilizat\u0103 \u0219i ca mecanic\u0103 de joc.<\/p>\n<p>\u00cen multe loca\u021bii, juc\u0103torii folosesc umbrele pentru a nu deraia de la parcursul sigur \u0219i pentru a nu se \u00eent\u00e2lni cu du\u0219manii. \u00cen Splinter Cell, rolul de \u201em\u0103sur\u0103 a vizibilit\u0103\u021bii\u201d este \u00eendeplinit de ap\u0103s\u0103toarea pe echipamentul personajului - cu c\u00e2t juc\u0103torul este mai ascuns, cu at\u00e2t becule\u021bul str\u0103luce\u0219te mai intens.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" 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>\u00cen Mark of the Ninja, lumina \u0219i \u00eentunericul sunt complet opuse unul altuia. Designerul principal al jocului, Nels Anderson, a declarat: \u201eModul \u00een care arat\u0103 personajul arat\u0103 dac\u0103 e\u0219ti vizibil sau nu. Dac\u0103 e\u0219ti ascuns, e\u0219ti \u00eembr\u0103cat \u00een negru, doar c\u00e2teva detalii sunt eviden\u021biate cu ro\u0219u, iar \u00een lumin\u0103 \u2013 e\u0219ti colorat complet\u201d (articolul Cele cinci reguli de design pentru stealth \u00een Mark of the Ninja).<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/887eed559486174b0d185200811e1cdd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>5 - Lupt\u0103\/Ap\u0103rare<\/h3>\n<p>\n<b>Alan Wake<\/b><\/p>\n<p>Lanterna din Alan Wake este o arm\u0103. F\u0103r\u0103 ea nu po\u021bi elimina du\u0219manii. Trebuie s\u0103 o \u00eendrep\u021bi spre ei \u0219i s\u0103 men\u021bii lumina un timp specific - astfel devin vulnerabili \u0219i pot fi omor\u00e2\u021bi. C\u00e2nd lumina love\u0219te inamicul, apare un halou, apoi acesta se mic\u0219oreaz\u0103 \u0219i obiectul \u00eencepe s\u0103 str\u0103luceasc\u0103. \u00cen acel moment, juc\u0103torul poate trage \u00een du\u0219man.<\/p>\n<p>De asemenea, pentru a elimina adversarii, se pot folosi rachete de semnalizare \u0219i grenade cu fum.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" 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>\u00cen proiectul de la Asobo Studio, po\u021bi folosi \u0219obolanii \u00eempotriva oamenilor. De exemplu, dac\u0103 distrugi lanterna du\u0219manului, acesta va intra instantaneu \u00een \u00eentuneric, care nu va opri hoardele de \u0219obolani.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/a6af965de3376e928a1171c19d5d83ae.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>6 - Avertizare\/Feedback<\/h3>\n<p>\n<b>Deus Ex: Mankind Divided<\/b><\/p>\n<p>\u00cen Deus Ex, camerele de observa\u021bie monitorizeaz\u0103 ceea ce se \u00eent\u00e2mpl\u0103 \u00een c\u00e2mpul lor de vedere, care este limitat la un con de lumin\u0103. Lumina este verde c\u00e2nd sunt neutre. Atunci c\u00e2nd descoper\u0103 un inamic, camera \u00ee\u0219i schimb\u0103 lumina \u00een galben, emit un semnal sonor \u0219i urm\u0103re\u0219te \u021binta timp de c\u00e2teva secunde sau p\u00e2n\u0103 c\u00e2nd inamicul scap\u0103 din c\u00e2mpul s\u0103u de vedere. Dup\u0103 c\u00e2teva secunde, lumina devine ro\u0219ie, iar camera emite un semnal de alarm\u0103. Astfel, interac\u021biunea cu juc\u0103torul este realizat\u0103 prin intermediul luminii. <\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" 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>Metroidvania de la Team Cherry schimb\u0103 ilustrarea mai des dec\u00e2t \u00ee\u0219i d\u0103 seama juc\u0103torul.<\/p>\n<p>De exemplu, de fiecare dat\u0103 c\u00e2nd suferi\u021bi daune, imaginea r\u0103m\u00e2ne static\u0103 pentru o clip\u0103, iar l\u00e2ng\u0103 personaj apare un efect de sticl\u0103 spart\u0103. Iluminarea general\u0103 se diminueaz\u0103, dar cele mai apropiate surse de lumin\u0103 (lampi \u0219i licurici) nu se sting. Aceasta ajut\u0103 la sublinierea importan\u021bei \u0219i puterii fiec\u0103rui impact primit.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/324da29410ef61444ccd7af4a42cfffc.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>7 \u2014 \u00cemp\u0103r\u021birea<\/h3>\n<p>\n<b>Assassin\u2019s Creed Odyssey<\/b><\/p>\n<p>Ciclul de schimbare a zilei \u0219i nop\u021bii joac\u0103 un rol central \u00een \u201eOdiseea\u201d. Noaptea, patrulele devin mai pu\u021bine, iar juc\u0103torul are o \u0219ans\u0103 mai mare de a r\u0103m\u00e2ne neobservat.<\/p>\n<p>Timpul zilei poate fi schimbat \u00een orice moment \u2014 acest lucru este prev\u0103zut \u00een joc. Noaptea, vederea inamicilor este slabit\u0103, iar mul\u021bi dintre ei se culc\u0103. Devine mai u\u0219or s\u0103 evi\u021bi \u0219i s\u0103 ataci adversarii.<\/p>\n<p>Schimbarea zilei \u0219i nop\u021bii aici este un sistem special, iar regulile jocului se schimb\u0103 radical \u00een func\u021bie de momentul zilei.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/34da9b1ecfc8ea0c3aca901452254797.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Don't Starve<\/b><\/p>\n<p>Simulatorul de supravie\u021buire Don't Starve nu are mil\u0103 fa\u021b\u0103 de \u00eencep\u0103tori noaptea \u2013 aici plimb\u0103rile \u00een \u00eentuneric sunt fatale. Dup\u0103 cinci secunde, juc\u0103torul este atacat \u0219i sufer\u0103 daune. O surs\u0103 de lumin\u0103 este esen\u021bial\u0103 pentru supravie\u021buire.<\/p>\n<p>Mon\u0219tri se culc\u0103 imediat ce vine noaptea \u0219i se trezesc la r\u0103s\u0103ritul soarelui. Unele creaturi care dorm ziua pot s\u0103 se trezeasc\u0103. Plantele nu cresc. Carnea nu se usuc\u0103. Ciclul de schimbare a zilei \u0219i nop\u021bii stabile\u0219te un sistem, \u00eemp\u0103r\u021bind regulile jocului \u00een dou\u0103 categorii.<\/p>\n<p><img decoding=\"async\" alt=\"Cum influen\u021beaz\u0103 iluminatul designul de joc \u0219i experien\u021ba de joc\" src=\"\/wp-content\/uploads\/2019\/10\/bd6beb583fc35f03dc80f19820edd161.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h2>V \u2014 Concluzie<\/h2>\n<p>\nMulte tehnici de iluminare pe care le vedem \u00een arta plastic\u0103, cinematografie \u0219i arhitectur\u0103 sunt aplicate \u00een dezvoltarea jocurilor pentru a \u00eembun\u0103t\u0103\u021bi estetica spa\u021biului virtual \u0219i experien\u021ba juc\u0103torului. Cu toate acestea, jocurile sunt foarte diferite de cinema sau teatru \u2014 mediu lor este dinamic \u0219i imprevizibil. \u00cen plus fa\u021b\u0103 de iluminarea static\u0103, sunt utilizate surse de lumin\u0103 dinamice. Acestea adaug\u0103 interactivitate \u0219i emo\u021bii necesare.<\/p>\n<p>Lumina este un \u00eentreg spectru de instrumente. Ofer\u0103 arti\u0219tilor \u0219i designerilor oportunit\u0103\u021bi vaste pentru o implicare \u0219i mai puternic\u0103 a juc\u0103torului.<\/p>\n<p>Dezvoltarea tehnologiilor a influen\u021bat de asemenea acest aspect. Acum, motoarele de jocuri au mult mai multe set\u0103ri de iluminare \u2014 nu mai este vorba doar de iluminarea loca\u021biilor, ci \u0219i de impactul asupra designului de joc.<\/p>\n<h2>Lista de literatur\u0103<\/h2>\n<p><\/p>\n<ol>\n<li>Seif El-Nasr, M., Miron, K. \u0219i Zupko, J. (2005). Iluminarea inteligent\u0103 pentru o experien\u021b\u0103 de gaming mai bun\u0103. Lucr\u0103rile conferin\u021bei Computer-Human Interaction 2005, Portland, Oregon.<\/li>\n<li>Seif El-Nasr, M. (2005). Iluminarea inteligent\u0103 pentru medii de joc. Jurnalul de Dezvoltare a Jocurilor, 1(2), <\/li>\n<li>Birn, J. (Ed.) (2000). Iluminare digital\u0103 &amp; randare. New Riders, Indianapolis.<\/li>\n<li>Calahan, S. (1996). Povestirea prin iluminare: o perspectiv\u0103 din grafic\u0103 computerizat\u0103. Noti\u021be de curs Siggraph.<\/li>\n<li>Seif El-Nasr, M. \u0219i Rao, C. (2004). Direc\u021bionarea vizual\u0103 a aten\u021biei utilizatorului \u00een medii interactive 3D. Sesiunea de postere Siggraph.<\/li>\n<li>Reid, F. (1992). Manualul de iluminare pentru scen\u0103. A&amp;C Black, Londra.<\/li>\n<li>Reid, F. (1995). Iluminarea scenei. Focal Press, Boston.<\/li>\n<li>Petr Dyachikhin (2017), Tehnologia modern\u0103 a jocurilor video: Tendin\u021be \u0219i inova\u021bii, lucrare de licen\u021b\u0103, Universitatea Savonia de \u0218tiin\u021be Aplicate.<\/li>\n<li>Adorama learning center (2018), Tehnici de baz\u0103 \u00een iluminarea cinematografic\u0103, de la (https:\/\/www.adorama.com\/alc\/basic-cinematography-lighting-techniques)<\/li>\n<li>Seif El-Nasr, M., Niendenthal, S. Knez, I., Almeida, P. \u0219i Zupko, J. (2007), Iluminare dinamic\u0103 pentru tensiune \u00een jocuri, revista interna\u021bional\u0103 de cercetare \u00een jocuri pe computer.<\/li>\n<li>Yakup Mohd Rafee, Ph.D. (2015), Explorarea picturii lui Georges de la Tour pe baza teoriei chiaroscuro \u0219i tenebrismului, Universitatea Malaesia Sarawak.<\/li>\n<li>Sophie-Louise Millington (2016), Iluminarea \u00een joc: Influen\u021beaz\u0103 iluminarea interac\u021biunea \u0219i emo\u021bia juc\u0103torului \u00eentr-un mediu?, Universitatea din Derby.<\/li>\n<li>Prof. Stephen A. Nelson (2014), Propriet\u0103\u021bile luminii \u0219i examinarea substan\u021belor izotrope, Universitatea Tulane.<\/li>\n<li>Licen\u021ba Creative Commons Atribu\u021bie-Distribuire \u00een Condi\u021bii Egale (2019), The Dark Mod, de la (https:\/\/en.wikipedia.org\/wiki\/The_Dark_Mod)<\/li>\n<\/ol>\n<p>Sursa: <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 5.0.2.1 - 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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