Wednesday, 13 June 2012

Understanding Lighting [UDK]


Lighting in UDK

Following the tutorial in UDK we learnt to add light points. We learnt how to create different types of lighting to create different moods. The lighting is crucial in creating the right atmosphere.
In my practice level I use lighting inside a building in a post-apocalyptic environment to create a dark grim and moist environment. I use dim lights to create this mood. I would prefer dimming the lighting even more but it may be quite difficult seeing anything. Plus it would take me 2hours+ to re-build all the lighting on my laptop.
In this example I use different coloured lights for the lit buttons on the machine.


All the lighting throughout the level is yellow; some are closer to white than others. Giving it a yellow tint combined with a lack of light creates an old atmosphere.
When I attempt to create a dark and scary mood like in a horror game, it is very easy to create. Scaling down the light points make the shadows bigger, the more shadows the more insecure the player would feel, because in horror games, the players fear what they cannot see. It is also the best hiding spot for monsters.


 Throughout the level I had carefully placed meshes that provide cover to help the player hide from monster or other such enemies if it were used in a game.

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