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Game Dev Experience learned at 2008-2012

It is time to write another blog post. I am continuing from my previous post My journey from 2004 to 2008.
These years were probably the most time consuming and hectic times in my life as I knew nothing of what I was getting into. During this time I was being an intern, owner, advisor, jury, studying, traveling and helping out other game companies. It all started with…

Agenius Interactive AS

Agenius was owned by my first mentor who was also my teacher when I was studying Game Development. Since he was familiar about my ambition, skills and drives he gave me an opportunity when I came back from UK after completing my bachelors. So, for the next year I learned a lot about Educational Games and game development start up.

QA Manager

I helped organize, set up and create questionnaire of our play testers. We would play test in our office building after working hours due to parents and kids being available after school hours. In other cases we would be allowed to play test in schools. These files needed to be organized, studies and used to iterate for the next play test and then the next play test after that.

3D

Occasionally we did some 3D work so I would create simple things such as animated 3D statistic.

Assistant Producer

At times we would require translators, 2d artist and other contractors in which I was responsible of locating, interviewing, managing and tracking.

Translator

Due to it being a educational language game I also did the base translation between English and Norwegian to help the translators speed up their work for French and Spanish.

Localization

I was responsible for ensuring the localization was correct and completed by the translators. That means I also was in charge of the XML list and Excel list that tracked and was used by the programmer to implement the words into the database in the game itself.

Game Design

I was responsible for doing minor adjustment to the game and ensuring its layout and design was good enough based on feedback from playtesting.

Content Developer

I was responsible for putting together the strict user manual required by Nintendo to become validated for the e-shop.

Summary

In short, in just a year I had the opportunity to learn several roles and be part of something very amazing due to picking the right mentor and opportunity for myself. What is important to remember is I did this unpaid for a whole year. I got about 25 dollars a day from the government that went into my bank account. They got about 100 dollars a month or something for having me. That is why I state that if you really want to make it you need to put in the work and hours. After this I decided to do multiple things but I will pick out that I did help another company also with advice, qa testing, marketing and was offered to be general manager of the company. However, the team had already burned out by that time. Below is the video of the game that was released before they went on to other things.

Yes, this was one of my first trailers that I put together.

FatCow Games AS

I eventually decided to build my own brand and start on my own. So for the next couple of years I tried many things, failed many times and had to learn how to be extrovert, negotiate, business and so on. So, these are some of the things roles I learned to perform.

CEO

I learned a bit about the responsibility and workload that comes with running a company and including other people into it. I learned about strategy, branding, marketing, finance, funding, pitching, public talking and much more. I was able to acquire funding on first attempt, try and build up department, do freelancing, complete a game and learn from all of this.

Producer

I learned more about being producer. I learned about planning, task management, risk, recruitment, interview, interpersonal relationship, communication, public talking, pitching and so on. I was able to hold talks, be in a jury and travel the world to learn from Square Enix, Sega, Nexon and so on. I learned to research trends and was one of the first onto Unity, iPhone and doing what people do today in social media.

Public Relations

I learned to manage the customers, clients and PR such as dealing with press release, press kit, interviews and social media. Dealing with publisher opportunities and so on.

Social Media Manager

I was one of the early adaptors of Content Marketing and understood Social Media and how it works. I built a community with engagement in which today I am friends with some of my own customers at the time. I was in charge of making sure the content was out there, engagement and so on. I was early adopter of facebook, twitter and so on.

Game Designer

I learned to play a lot of games and research what was trending. I studied psychology and learned how to create an addictive game. I was one of the first who took endless runner into a different angle by introducing endless jumping, powers, boss and a stronger theme.

Outsourcing Manager

I learned to build international small teams to developer and manage freelancing, local web design, game development and other bigger clients. I learned the hard way of spreading out thin too early.

Summary

In short I learned a lot, I did a lot of mistake and I failed a lot. During this time I probably lost projects worth around 1.2 million krone and lost over 12 staff members. My game was pirated over 112 000 copies. I had many hats and many other roles during this time. Below is my own video trailer of the game that I did manage to complete eventually.

I hope you enjoyed some of my key experience and moments during this time. Be sure to like, subscribe and watch my upcoming interview at Elderblaze for even more details. Lastly, if you need mentorship I do provide it. You can look me up in one of my social media if you want some.

Linkedin – https://www.linkedin.com/in/amitginni…​
Facebook – https://www.facebook.com/amitginnipat…​
Twitter – https://twitter.com/AmitGinni​
Instagram – https://www.instagram.com/amit.g.patp…​
Artstation – https://www.artstation.com/amitginni

My Journey from 2004 to 2008

In this blog post I will show you some of the ridiculous things I have done, tried and experienced when learning game development. This has been a trip down memory lane for me as I have kept these images over two decades soon. So without further ado, let us backtrack into my memory lane. I hope you enjoy it.

This is when I probably starting getting a bit more serious in learning tools and getting into something creative. It was also around the same time I started studying for game design. That is not to say I did not do anything before but it started taking off around this time. So, one of the first 3D I did was by copying someone else and it was something along this.

Around the same time I obviously started getting into Photoshop due to texturing. However, I was curious about manipulating images into other images. For some reason I wanted Will Smith into other movies. And iRobot. And Matrix.

During this time I was active in forums and community in one way or another. So I obviously had to create signatures. At the time I was focusing mostly on Level Design.

I started getting into Neverwinter Nights 2 community and took parts in designing big worlds for the next couple of years in community servers like Frontier and later Khalidine under other usernames. We would research the main game and then design our own town, forest, dungeons and more. It was one of the coolest time of my life. Enjoy some of my earlier modding works of NWN2 Community work below. Some part of a team effort obviously.

At this stage I started improving in my skills, storytelling and lighting a bit.

You can see that some of my later work started having better level design, story telling and lighting.

I started rotating trees in a creative way to make roof roots.

It was not long until I started entering other genre and exploring other engines. I expanded to Unreal Engine fairly early in the days, offering level design for others and becoming part of the communities. First I had to learn the engine and this is literally how the first map looked like where I just dragged everything in.

Around this time I had started year 2 in game design studies. And together with my classmates we had put together a custom level from scratch, our own game mode and I had created a custom weapon on the side for another project while also doing linear level design for another artist. I was first doing linear level design so let us look at that first.

Meanwhile I was improving with my team mates by troubleshooting issues, scripting and learning to be a project leader too.

Eventually we finished our level while I was juggling external projects and learning extra things on my own, below is the team effort of Nahnoc our level and game mode.

After this I started my last year in my studies where I started writing long particle tutorial and learning particle editor. I went back to 3DS max to experiment with some ideas and model some ships for some of my other effects. I learned to make procedural skybox and planets etc.

I realized 3D modelling is not for me so I stopped over a decade ago. 10 years later I did resume to teach 3D modelling and learning Maya. But that is another topic for another time. I never did relearn my modelling skills though after leaving it for over a decade or two. Technically this was my last 3D model a few years back when learning Maya. So, I guess you never stop to revisit on some occasions. The reason is because even if you are not trying to be the best in something, it does not mean you should not stay up to date in it.

After doing some 3D and Engine work I tried experimenting a bit with drawing briefly as I was also figuring out 2D texturing a bit.

Around this time I realized I like shading and at the time I did not think much about it. Only to realize later it is kind of related to lighting when it comes to my artistic skills and preference at this stage.

So the point here is that I have tried quite a lot, practiced different things and gained a lot of experience during my student years. You can tell that I was not particularly good or talented but I put in the hours, time, networking and hard work. So, if you feel things are doing slow. People are not supporting you. Other people are better. Whatever the reason. I hope I am a living example of making professional living out of games in one way or another for about 14 years.

Improving as Lighting Artist

Learning to be a better Lighting Artist can be a daunting task. What seems to be an easy task to many quickly becomes a very complicated process. A lot of people think it is about placing out lights and then you are done. If you are a lighting artist you might sometimes get frustrated over how people simplify your speciality. That sounds like a good blog post for another time. Today, we are pointing out one or some of many things that helped me as a learned of Lighting for Lighting Artist.

Learning Style

First one must understand one self. I learn in a very different way than others, and in a different order of events. That is not to say I do not listen or take the advice seriously, I just know I need to learn in a certain pattern or method to truly make sense of things. This has frustrated people trying to help me in the past. They have a hard time understanding my process, thinking and why I am doing something. You might be told to learn photography, watch movies, do painting and learn the software to name a few things. It all depends on how you process information and apply it. Since I knew nothing it made it very hard to get started since my basic knowledge was below average, as I did not focus a lot on 3D Art to begin with. Not to mention I am a snowball learner. Snowball learner means I am super slow compare to others but eventually I catch up. And that is okay. You do you!

Mentors

I always look for mentors and I do not pay attention to persons age or title. You could be a Junior Lighting Artist or a Student. If I think you possess superior skills I will learn from you openly and gladly. Having this mindset has helped me a lot in learning and improving as lighting artist. I have also paid to check my knowledge up against experienced lighting artist through Game School Online where I had a mentor named Thomas Wright. This was very affordable and worth the investment. I have also paid a lot more to learn from CGMA and the tutor was Omar Gatica. I have also paid very little to explore from younger Lighting Artist but talented artist such as Florent Tunno who create courses and has a beginner tutorial at EXP Points. In the same community I also tried Maria Yue who is Senior Lighting Artist and talks about Lighting Theory. I sometimes go back to my own course for refreshment which combines most of the content anyone teaches online the way I understood it. It is 10 hours of Unreal Lighting going through Lighting Theory, Practical Lighting and more for a small price. By learning from others you will understand that lighting has many approaches, people know things you do not know and you will gain confidence because often these are known as talented, skilled or senior lighting artist. Arguably I might be doing this also due to my very high Imposter Syndrome.

Photography

It is useful to learn Photography as it will help both your eye, understanding of light, composition, framing and also technical understanding in the engine. Exposure anyone?

Movie Production

It can be useful to learn or do a short movie too. It will also teach you many relevant skills related to Photography but also you get a chance to learn lighting in a practical sense, colour grading, story telling with light and thought process that goes into creating a short movie.

Drawing

Learning to draw a little bit helped me also in terms of understanding framing, composition and traditional skills relevant to Lighting. Obviously, I did not become a master sketch artist but it trains your eyes which is very important. You need to understand shape and form which is relevant in Lighting.

Painting (Digital in my case)

Painting was probably the most useful boost in terms of improving my lighting due to the skills it improved for me. It improved my eyes, understanding of light, shading, reflection, shadows, shape, form, colour theory and is a traditional form of lighting.

Editing

The first thing I started with was actually filming myself and learning to edit. To get an understanding of camera and storytelling using cuts. This aided my understanding of light placement, thinking ahead and planning for cinematic lighting later.

Storytelling Lighting for Games

I also specifically created a horror prototype in Unity to learn the thought process, design and technical skills to do lighting in more than one game engine. This improves your technical skills, limitations, strength and put emphasis on what you need to learn technical to achieve your creative vision.

Apply your knowledge for someone else

I will often apply the knowledge in other peoples project. As this teaches you the challenges and difference in having full control over your creative outlet versus other peoples limitations, pipeline and designs. In my case I redid lighting for the game Intruder for Superboss games.

Visual Effects

It is helpful to do some visual effects as it teaches you post production, how lighting works with green screen and related skills to lighting.

Create learning content

Sometimes I will try and pass on knowledge that I learn to see if I understand it. And have someone who actually knows the software tell me if I am right, wrong or close. This is a humbling experience and certainly efficient way of eliminating uncertainty. However, this method is not for the faint hearted.

Color Grading

It is a good idea to learn color grading specifically as it helps improve your understanding of color theory, post processing and reading graphs. I found Davinci Resolve very useful in that context.

This is just a handful of methods, techniques and approaches I go through to push myself and my understanding. What are yours? Please share.

How to ask game dev tech questions?

There you are. Working dedicatedly and persistently until you stumble upon some issues. You look around and there is no help to be found. After all, you are probably working from home. You pull up your sleeves and you do not even search online for help, heavenly forbid you might solve the problem on your own! Even worst, you might waste your own time solving your own problem.

Rule Number 1

Search thoroughly online using short hand words, sentences and alternative keywords. Dig deep into QA forums of your topic. In our case, game engine topics.

Frankly, learn how to search for potential solutions. You would be surprised how poorly some people search online. So, if YOU happen to be the person to ask “Did you look online?” You should probably follow up with “How did you search for it online?”. Trust me, people definition of searching online is not the same as everyone else’s. Especially, if you have an academic research background you most likely do not define “I searched online already” as actually searching for a solution. No, a single attempt at looking on the first couple of links on page one does not constitute a complete search for a solution. If YOU are the person skipping this process then please understand that if you are not willing to do the work yourself first than others might not feel inclined to help.

You spend a few hours searching online. You realize this is not a new issue. You go through every suggestion that has worked and not worked for others. A few hours later you realize that even though some of them worked for others, none of them solved your problem. You grab the nearest utensil which happens to be a pencil. You are chewing it like Goofy did in the cartoon from the 80s. You admit defeat briefly and realize you life in the era of “every person smarter than you is somewhere online so let us find them and ask them a question before I break the nearest valuable item I possess”. And breeeeath. Okay, we are ready to dive into a community to ask for collaborative problem solving.

Rule Number 2

Do not ask vague and open questions with little to no information. Make sure you break it down and provide information on what you already tried.

Let us be honest. Most people ask questions like “How do I do X?”, “I have a problem and it is this”, “Do you have any feedback?”, “What do you think?”, “Can someone please tell me how to fix this weird looking issue?” So, what is the difficulty with asking such questions? First, if it is a common problem that you can search with a single search, you are losing points from anyone who knows you can search for the answer. It shows you are lazy or unable to problem solve simple issues on your own. So, if someone still helps you then you better be grateful for that persons time. Second, there is no information on what you already tried, so the person wanting to help has to spend additional time asking follow up questions as if they are your 24/7 customer support. Respect peoples time. Third, it does not specify specifically what you are trying to achieve. By explaining what you are trying to do can reduce the amount of questions and narrows down the possible reasons to your problem.

You asked your question. You decide to go do something else while someone solves your problem. You go surf around in social media and just chill. After all, why would you accept that you might have done a poor job at solving the problem? There can’t possibly be an alternative approach to your work. There is no way you can change your process or end result in another way, it has to be this specific way…right? Wrong.

Rule Number 3

While someone takes the time to help you out. Go look for alternative approach to your end goal. For example, what can you do instead of using A to get result X. Is there a B approach to get result X? There might be.

Do not go surf the internet, watch a movie or relax after asking for help. There is often alternative approach to getting your results even if one approach has many problems. This will allow you to learn more tricks for the future, and hopefully next time someone has your problem you could provide them with the other solution.

After a few weeks you have another problem. And you come back and ask for more help. People are starting to recognize your picture, nick or name. The person who always ask for feedback or help after a few days. You do not want to be that person. Does that mean you should stop asking for help? No.

Rule Number 4

Contribute to the community. I am sure you have some knowledge or answers to something that someone is asking online.

Take time out of your week to help others. This shows you are able to solve other problems and not just receive help. This makes you valuable and a person of interest. So, do not just ask for help but give it too. Even if you do not know the answer, consider looking up the answer because chances are that person did exactly what you did…very little…even if the think they exhausted all options…which we have learned is not the case. So, join the cycle and learn how to ask a question and give help. WE have all been there but together we can break it and follow these simple rules.

Farewell. And do not hate the messenger.

Shit…Do I have extreme imposter syndrome?

Introduction

The Imposter Syndrome was first described in 1978 by a group of researchers and was noticed to be common among both men and woman and age group. In other words it has been known for awhile and there are numerous research tackling this mental conundrum which apparently affects between 9% to 82% of people according to another research paper.

So what exactly is imposter syndrome? Or what are the signs to look for?

According to research it is an individual who struggle to accept their own progress or success in life. They have a sense of self-doubt and fear of being exposed as a fraud. They would often give credit to luck or others who helped them rather than accepting it is their own intelligence or skills. It unfortunately goes deeper than this. In more extreme cases the person might fear not meeting expectations, overachieve or even self sabotage themselves. This is very apparent in professional settings. In fact there was a research paper that says it seems to be highly prevalent and intense among high achieving women. That said half of other studies suggest there are no difference between the gender.

There are in fact over 60 studies and a high interest about imposter syndrome all over the internet but no clear treatment for it. Most of the articles suggest how to manage it and reprogram your mind to deal with the feeling of being fraud. Those research mention how imposter syndrome is prevalent among ethnic minorities, that it declines with age, burn out, job performance reduction, job satisfaction and increased depression and anxiety.

Despite the fact that a lot of people have the imposter syndrome and the proven evidence of how it can affect a person mentally, it is not considered a recognized psychiatric disorder. Last I checked, it is not featured in the American Psychiatric Association’s Diagnostic and Statistical Manual. It also not listed as a diagnosis in the International Classification of Diseases, Tenth Revision (ICD-10). Despite this Psychologists and others acknowledge this is a real and specific form of intellectual self-doubt that can lead to anxiety and, often, depression.

The scientific signs

Do you have people who considering you this? Perhaps skilled? Talented? Successful? Did you ever feel you did not deserve the acknowledgement, praise, academic level, promotion or just success in general?

Perhaps you have experienced the “imposter syndrome”? According to Caltech Counselling Center the definition of the Imposter Syndrome is a psychological phenomenon “a collection of feelings of inadequacy that persist even in face of information that indicates that the opposite is true”

So why do I think I might have a high degree of imposter syndrome? I do not necessary lack confidence in my areas because I openly spam everyone about it. That suggests I should not have imposter syndrome? But contrary to the public display you probably missed a few clues. Let us analyse myself using The Imposter Cycle based on Clance (1985). Hopefully it will help you too.

The imposter Cycle starts with some type of achievement task which leads to anxiety, self doubt or worry. This leads to either procrastination or over preparation etc. This after feeling of relief and positive feedback becomes ignoring the feedback. This then leads to self-doubt etc.

Interestingly enough the repetition of success increases the issue rather than breaking the cycle of imposter syndrome. It is suggested that it is connected to failing if they do not overwork, their high expectation for their goals and own concept of ideal success. An imposter will ignore their own success if it is not according to their performance and ideal standard. All very true in my case. The fear of failure which tends to make them overwork. Also true for me.

In fact, research suggests (Clance 1985) that imposters secretly want to be the very best compared with their peers. Imposters are often successful early in life, especially in school. Also true in my case. In fact, it is not until after University they realize the amazing people and talents that actually exist, and they are not special. This results in them dismissing their own talent and conclude they are not really smart after all. Also true in my case.

My personal signs

After seeing a lot more people openly talk about Imposter Syndrome I started doing scientific research on it. And then I broke down my own life style, actions and choices which led me to conclude that it might be connected to imposter syndrome. Perhaps, a more extreme form.

Here is open but brief summary of what my self-analysis informed me about.

I have not one vocational degree. But two. I have not just a Bachelor Degree. I also have a Master. And I am secretly (not anymore) doing another master. I also have about 200 certificates to this date. And I have paid people to teach me stuff I already know, professionally and successfully done myself.

Why would I do that? Because I do not believe what I have previously achieved was my own doing. I do not think I am good enough. Despite practically, professionally and successfully doing things both career, entrepreneurship and academically.

I have changed career several times out of fear that I am not suppose to be doing it, that I am not the right person or because everyone else around me are better than me. While I am doing these things successfully by any normal standard. I am overworking myself. I am overachieving. Always.

Why would I do that? Because I feel like a fraud. I do not want to fail others. I want to be the best. Then I see someone better. And I put in the hours to not be seen as a fraud.

I have paid 100 000 thousand dollars to learn from others, despite having done it myself. I have paid thousands of dollars to have someone else show me something, despite getting comfortably paid to offer services myself.

Why would I do that? I think it was just luck. Luck that I got a contract. Luck that I got paid that well. Luck that it happen. It was not because I worked hard for it, sacrificed for it or went over and beyond to achieve it. No, it was not me. It was the person who helped me or luck. So, the more success the more unsure I get, the more afraid I am, the more I think I am fake and so I invest more into it to prove that I am not.

I get burned out because I do a lot, and I spend a lot of time doing it when I know others might do it for less. I will over prepare. To perfection. To the point that it has opposite effect. To the point that I even will post it online that I am either behind schedule or putting in a lot of hours to prepare something. So, I wake up earlier to make time, to keep up and not be the “imposter”.

Why would I do that? I think you get the idea. The list is pretty long of actual things I do, life style wise, daily and for most of my life that connects to the imposter syndrome. However, most people feel it I act on it to the extreme.

I normally do not write such personal things but I know Imposter Syndrome is a wide spread thing, and people who have it feel they are the only one who have it. So, I hope it gives some insight onto your own actions and how it connects.

Do not worry. Since then I have managed to let go a bit, okay with failing, comfortable not being the best and perfectly flawed. Maybe…kind of….erm..we will see.

Free Guide here https://impostersyndrome.com.au/index.php/the-free-guide/

Lighting/Level Design for The Caretaker

I originally did the lighting for this game in Unity around 2016, and it was terrible result back then but it was my first commercial stylized lighting. Since then the company has been wanting to port, expand and improve the game. I was therefore asked to relight it again, since I obviously improved a lot by then. And since then I had also learned to use Unreal Engine. So first I would like to show what I did in 2016 in Unity Engine.

Basic Progress Report

Unity 2016

Below is how it looked like for the Unreal Version when I got the project.

Unreal Early 2019

Below is the first draft where I figure out the placement, technical limitation and issues that can arise by placing out light sources with custom lighting setup.

Technical analytical round up until Mid 2019

Once I realized I needed more colour and a different level design to put it into practice, I was allowed to change the level design enough to improve the lighting even further. However, I needed to test out different colours in case I wanted fantasy fire.

Made higher openings on roof and expanded hallways a bit.

In the image above you can see I am trying to decide on the ratio of the light, the colours and expand the level design to support the vision.

Created elevation that went up in some key places

In the image above you can see that I thought straight corridor needed to be broken up a bit, so I added some dead end rooms that went up.

Kept the high ceilings in specific places around the level

In the images above you can also see I am avoiding skylight and instead opting in for manually adding bounce lights.

Tested the different lights and range

In the image above you can see I am checking exposure to get an idea of how dark I can push it, and how big the dark areas can be before it disrupts gameplay. I eventually got an idea of the base lighting, level design and mood I wanted so I started pushing it for the first dungeon. I also added vents and magical green glowing lights to walls. Below are some changes to the lighting on the last iteration.

High ceiling has blue light while ground has orange yellow
The range of the torches are limited to allow for dark transitions
Making sure that torch light bleeds out a bit in the darker area and allowing blue light to bleed into the torch light areas a bit.
Creating bright, dark and bright lighting flow to lead the player.
This is one way exit from top once you walk up. It is dark to be a bit unsafe.
This is one of the larger I put together and is also one of the brightest areas.
I created an area that went down to break up the patterns a bit.

So far the above images are for Dungeon 2 that could use some more work, so I will quickly show you images for Dungeon 1, where I established the guidelines. And also why I started adding elevations and brighter areas in Dungeon 2. Part of it is to keep player interest.

So, you can see the changes that has happen both in terms of level design and lighting. Where I also use fog to create the depth and mood needed. But let us explore a bit in detail why these choices are made and what are the limitations here.

Technical Limitations

Originally there were real time lighting on the torches, and they were placed pretty close to each other. That means it was very expensive. Too bright. And no bounce lights. To deal with this I created a default torchlight setup with a specific intensity and range, which I could tweak individually if needed.

You see two lights now doing the job.

Point light is set on static to create enough fill. The spot light is set on stationary to cast shadow when items are spawned randomly in front, and on the spiders climbing on top. Together they create the minimum I need for illumination around the torch areas. However, I had to carefully test and place those lights to avoid overlapping lights. As you might know the overlapping stationary lights become either real time or static (I forgot), when there are 4 of them overlapping. This resulted in a lot of work and thought on where to place the lights, and how to create the desired effect and mood. This also made everything too yellow, so I created a higher roof with exterior blue light coming in to balance things out.

I used rect stationary light and emissive box to create the blue lighting.

As you can see in the image above I created a larger ceiling and placed those near doors, corners or half way through the corridors to break up the yellow dominant light everywhere. This is expensive so I tried keeping it within a certain range. The reason for that is because for Dungeon 2 the areas are sometimes bigger, more corners and thus more likely to have overlapping lights coming through the wall. To counter this I reduced some of the ranges and added fake lighting. Whether I keep it is another test for another time.

Dungeon 2 has static lighting to help spread light further out.

As you see in the image above I have more static lighting in the bigger dungeon to deal with the stationary overlap limitations. And you can see I utilize it to push more light into the darker areas of the hallway, because I had to cut down the range for the lights.

This is the other side of the image above and its stationary light.

What does it mean? And why is this important? If I kept the original stationary light there would be around 6 overlapping lights thus forcing me to go either to real time or static. The other solution would be to move the lights around. So the solution for now was to add in fill lights manually.

This is stationary overlapping lights. Green is perfect.

As you can see I have manage to optimize the game cost by keeping the amount of real shadow being cast to minimum, and overlapping stationary light within green. As discussed earlier the seemingly innocent looking lighting job required some careful thoughts in optimization while developing the look for it. Further more I had to ensure that the real time cost around the map stayed out of red. We can see that using lightmap complexity view below.

Blue is super good, green is good and red is bad!

In the above image you can see red occurring due to it being close to the starting area, which has a big fire pit and particles.

Considering the amount of light in this room this is fairly optimized.
Similar to the first image but away from starting room.

As you can see the reason lights are placed the way they are, the level is designed the way it is and the thought that has to go into such a straightforward game is in fact a bit more complicated than simply dragging out lights. As for Lightma^p density I have kept it within green as seen below.

Lightmap Density

I hope this article showcase some of the important mindset and decisions that goes into lighting. Sometimes things might look straightforward and you might think you do not need a lighting specialist, but I improved the visual quality and frame rate using these methods.

Game Lighting Practice 4

In this test I am testing out how to light and lead the player for a multiplayer type of map. For multiplayer map you need to focus more on readability around the map but also the characters moving around. Since I still do not have my graphic card it gets difficult to do too much intensive work.

Frontal area of the map showing brighter side on left and darker side on right

Right now I decide on the colors I want first before I pick the HDRI sky and generally the time of day. So if I want more yellow and orange, I know my time of day is earlier or later in the day etc.

You can see the two colors I focused on for the color palette.

I decided to have one side identified as the brighter area and the other one in the shadow. So for that the light from the sun was coming into the left side.

The bright area tells the player which side they are on or going towards.

As you see the lit side is easily identifiable. So I allowed the purple to dominate more on the shadow side.

This part could use more contrast as it does get a bit flat. The idea is this is the shadow side.

The shadow side as seen above is dominated by the color purple. And does perhaps become flatter than intended. The overall values are okay in some of the other areas though.

You can see the different in values where it is darker on right and brighter on left.

Even though some areas as inaccessible I wanted it to feel bigger. For that reason the blocked areas are lit up a bit.

Brightest area is in the middle under the dome. Inaccessible area to right has light.

You can see in the image above that the brightest area is under the dome by the bridge, to encourage people to go there. And there is a contrast with the background that is dark on the right, where the players can not go. The light in there does however give impression of scale and something going on outside of the play space.

The basement area is the darkest and hardest to read players.

The darkest area is under the map and also where it can be hard to spot the players, but for now it is readable enough. This area is darkest so players will know by the layout, design and lighting where they are. Overall it could use more brightness and contrast to deal with the flatness. To show this I have recorded a short video running around the level with and without color in it. The character and weapon are not working in the lighting right now due to capsule shadow bug.

Play test with color and black/white

Gameplay Lighting Test 3

Since I still have not managed to replace my graphic card I continue to focus my time into gameplay lighting and color palettes. This time I went with the epic games tower defense assets relighting session. With this decision I decided on a joker and batman color palette of green and purple being the dominant colors. Let us investigate what I ended up with.

Location of lights and reflections

As you can see from above I did not use a lot of lights. And the only lights that are dynamic are the ones near the path. Those are the purpose lights. Everything else is baked.

Lighting setup without text

As you can see from above it is fairly lit, perhaps a bit too much and not enough contrast.

Some dark areas but still flat and eyes in statue not good enough

Here you are able to see some difference between the path but it is generally flat, this can be fixed but increasing brightness of path light or/and decreasing skylight to be darker so overall the scene is darker.

Small contrast between light sources

There is a bit of darkness in the corner here due to removing a light source but the statue is still overly bright with odd green light coming through the eyes.

I tried establishing more mood, depth and atmosphere by using fog. I primarily wanted the acid pool under to get more of a glow through the fog. You can notice the evenly lit path at this side of the map.

More contrast, more stronger light and more stronger fog.

Above you can see I reduced the skylight a bit to darken the scene, pushed fog to be stronger under the acid pit, increased the light on the path and took away the statue light and pushed the green out from the eyes a bit.

How it should have been

The above image is just a quick edit on how it should have been with clearer light and dark areas. That said I think the color palette worked well this time around. Below is a short video testing the level but since I do not have a graphic card it lags a lot.

In short, I used an hour on this and would need more time to get the contract between dark and light areas more obvious. Overall I am happy with the color palette but could have tried some yellow golden on top of it.

If you like these posts then please leave a comment and like.

Gameplay Lighting Practice 2 #whatwentwrong

Due to not having a graphic card I am unable to use a lot of lights. For that reason I have been playing around with game-play lighting and color palettes more actively. These are unfinished pieces done in a few hours. The rules are simple. Try and light something in an hour and then share what could be better. That means there might be some self critical pointers on what I could have done better. #whatwentwrong Since I really dislike this piece I am being fairly short this time to share the thought process and experiment. These blogs are about being honest and share the critical mind that goes into creative work.

Reflection probe, sun light, light portal and shadows

In the above image you see the lighting view where I tried getting some interesting shadow coming into the area. Since the player is starting here and need to be directed to the other side of the room, I kept the furthest area darker with more blue. Although this area could have been more gradient and variety, as it is kind of flat here.

Locked door, fill light to tree, decoration blue light in background, shadows

In the image above you see the locked door that the player will notice, if the player goes to the very bright orange red light area then they will realize it is locked. Hence a darker red color over the door. But still bright enough to separate it from anything else nearby. Although, this area might have too strong direct light as it is clipping a bit.

Cool lighting versus warm lighting, darker shadow area, room to enter

In the above shot I translate the dominant orange into more blue and higher contrast. I tried making it clear that I want the player to go this way into the room. I also tried having some interesting shadows. Although, I do have reflection issues here.

Warm versus cool on both side, reflection probes, shadows

In the image below you see specific reflection probes and no fill light being used. It does have a nice transition from bright, dark to bright. Although, I should have added accent lighting on top and background to inform player about the origin of the warm lights to the left. And I should have boosted the warm light from the left.

Blue light, reflection and button to push to open door

In the image above you see the two lights being used. One up close to the light fixture and another one to push the light with shadow out to the hallway. Although, it could have been more interesting to place it on the side to have interesting shape to the lighting.

Flat by the archway, need more gradient and shadow

As you see much clearly on top image here it is fairly flat in some places, it could use gradient by blocking out light from one of the window.

Blue tree to create contrast with orange light. A bit burned out light on walls.

As you see in the top image it ended up too bright on the direct light. Commonly known as clipping the highlights.

Reflection issues, need more fill light on tree

As you see in the top image the reflection is not working correctly, so the metal objects are almost black. I also do no like the lighting in the end around this area. Probably the least.

Light could be on side to create gradient. Overblown on the floor.

As you see in the above image it is fairly boring back at the wall and the highlight on the floor is clipping here too.

Probably best shot but needs more orange on left, and prop orange lighting on roof .

As you see in the image below it is probably the best shot of this gameplay lighting practice. Although, I could use orange light on the roof, by the plants in the back you probably do not see and stronger light on the left going further up the wall to build the mood better.

That is about it. I hope you like that I share imperfect and unfinished pieces and discuss the reasoning but also what went wrong. If you like this please leave a like and comment. Thank you

The Busy Gamers Market Needs Are Growing

If you didn’t already know I once had my own game company during the iPhone and appstore era, when it first started out. I researched the potential and was a bit early in creating games for a growing market I coined Busy Gamers. At the time of research the average age of gamers was 33 years old. People around age 38 bought most games and the emphasis was on casual gamers and woman at the time. What I wanted was to predict and stay ahead by slowly creating games for Busy Gamers with emphasis on cooperative games.

What are busy gamers? They are busy. They are 30+. They are in a relationship, married and have kids. They have limited time. They used to be hardcore gamers and are unsatisfied by games that take 100+ hours, with repetitive mechanic due to limited time but also experience in used game mechanics. Therefore they are increasingly interested in story but with great game mechanic, and some prefer slower paced games that are more tactical or strategic. Less twitch mechanic for some. These busy gamers would rather spend 20 dollars on 8-20 hours game than 60 dollars on 100+ hour game, because they know, by now they probably won’t finish past 20 hours.

Sounds familiar?

Today about 29% of gamers are below age of 35. Over 43% are over 35 years old. 20% are 36-49% and about 23% are in fact 50+ now. 67% of parents play with their kids once a week. 56% prefer multiplayer games.

Why is this important?

As stated earlier I recognized this trend 10+ years ago and now that I am nearing 35 years old I recognize I am a busy gamer myself now. I regularly converse with people around my age group, we talk about the type of games we want but cheaper and less hours. Although we struggle to find something that is still hardcore, complex, interesting, engaging, fun and all this within the budget and hours we have. We talk about the oversaturation of games and abundance of choice. In some cases we talk about our experience in playing games and how it affects our experience when we buy, play or put away a game. All this is important because it is still an untapped market.

Look around you

A lot of games have become multiplayer cooperative and it is increasing slowly. This is because it is also more profitable to keep players playing this way. You probably played a game that required some kind of cooperation against one other player, or against the AI. Think of dead by daylight, left 4 dead, evolved and many others that are popular today.

Start up

If I were to do another start up I would probably cater to age 35+ and create shorter deeper gaming experience for less price and shorter hours. Due to oversaturation and higher production value, it is also easier for someone new to develope those types of games, compare to an open world game, or even purely competitive multiplayer. It could even be a good strategy game. When I did it I was too early but it is the perfect time now.

So, if you are making a game for busy gamers remember their time is money, experience is value and they do want deep complex games…but in shorter time.

Sub Roles of Lighting Artist at Ubisoft

Image used in featured image is by Cottonbro

In case you didn’t know there are sub specialist within the growing lighting artist career. That means they are often focused in one area of lighting such as game lighting, dialogue lighting or cinematic lighting. Each of these also has their own sub group but the person deals with it themselves, not another person in the other department. At least in Ubisoft case.

Game Lighting

Photo by Suludan Diliyaer

In Game Lighting you generally light the game based on where you put the light sources with emphasis on gameplay. You generally have to think about the optimization and frame rate more than the other lighting artist in the other areas. That often means you can’t have that nice reflection or shadow. It means you can’t have too many lights close to each other, or have their range overlap. I am simplifying the challenges but a lot goes into game lighting. Since I mostly do real time lighting with GI and 24/7 it makes things even more challenging. That means I need to check how the light affects everything throughout the whole day. It gets even more complicated if the player can shoot the lights, now I have to check what happens during less light.

Dialogue Lighting

Photo by Jonathon Borba

Dialogue Lighting comes in many phases and groups. In short it means the player is playing the game and entering a dialogue, those dialogues often have their own lighting. A common lighting is three point lighting. Since this occurs at specific events such as missions, it also happens during 24/7. In other words, you need to consider the light the game lighting artist put in, and the light dialogue put in. You then have to disable, add or adjust your own lighting to ensure the frame rate doesn’t drop but the characters are nicely lit. In my case the sub tools for this process is different than the main tools for Game Lighting. In other words, I use some unique editor and properties to do this type of lighting.

Cinematic Lighting

Photo by Elijah O’Donnell

Cinematic Lighting also comes with its own sub groups such as in game cinematic or recorded cinematic. In this case you would generally clean up the lighting from the game so you start blank and light up your own believable setup that works with the environment. Like all of the lighting roles here you generally keep track of optimization as mentioned during Game Lighting. However, in my case the fps can go lower and I would have more freedom to place out fake lights in comparison to Dialogue Light which might have 1-2, and game lighting which generally has 0 fake lighting. When I say fake lighting I mean additional lights. In this context for me anyway, we also use a different sub tool to handle this method of lighting.

Conclusion

I would say they all use principle of lighting, color, composition and storytelling but there are different restrictions and methods in doing so. So, having the basic non-technical knowledge about light, color, composition, framing, leading lines and storytelling can go a long way.

Do you want more?

Things we aren’t taught in pursuit into technical careers.

Although this article uses game industry as an example, I think it works for most technical/artistic careers.

You know when you are doing exactly what you want, you are happy and content with your work? You know when things don’t get your way? You know when you have to do something completely different? You know when you just finished a project and there is a transition over to a new project, that can often take months?

During that period and series of event something happens to most of us. We go through psychological challenges. We are wondering if we should stay or move on. We might become negative and complain a lot. We might not see things in a very positive manner anymore.

It can also be that you want a raise, a promotion or feel things are unfair. For some it can be the long hours but in this case we are not talking about crunch time. Whatever it might be we all have or will go through this emotional and psychological challenge. And that is sometimes what breaks a person. It is sometimes what decides whether you are a professional or not in the game industry.

You might be thinking that the definition of professional game developer is if you work fulltime or released a game. Interestingly enough, some veteran will say it is not until you are laid off, go through these challenges and how you deal with it, that defines if you are a professional game developer.

Since I started a decade ago I have been part of many failed projects, companies and also seen people give up for whatever reason. We can argue that once you are in the game industry there are different types of professional game developers. You have the one going into the game industry, the ones who are in the game industry and the ones who “failed” and managed to get back up over and over.

That is where I have seen many fail, because they gave up. We can argue that is because we don’t really learn enough about mental aptitude, psychological strength and emotional control when we grow up. Especially during education, training or coaching. The focus has been technical skills in my experience.

So if you spend hours everyday just being technical or artistic, when are you training your body? Your mind? When are you learning to think? When are you making time to experience difficult things? How often do you purposely go into uncomfortable situation, or turn your life around knowing you might fail miserably? And how often did you rise up stronger, and kept trying things out?

If you do get in this situation remember that you are in control of yourself, and only yourself. Remember that only you can change yourself. Make an effort to learn what you can do better in non-technical areas. After all we are working as a team with other human beings. The technical part is mainly a way to create something, to express something and not the only thing that matters. And more importantly you should have a vision, plan or road map for yourself. No one is going to make one for you. Not your teacher. Not your parents. Not your mentor. Not your boss.

In short, we should all strive to improve our communication, reduce our assumptions and learn more about how we deal with failure, disagreement, conflict and unpleasant situation. In the long run, I believe that will decide who falls and rises to the top. Whatever that top is for you.

Get it Right Training

Almost two weeks ago I left everything behind in Norway to try something different. That resulted in moving to France. During the last few months, I have been doing some freelancing to afford the initial cost that I am going through.

Unfortunately, most of the projects I work on can’t be talked about but since some of them are finishing slowly it is becoming easier to talk about the different types of projects I have been working on.

One of those unique projects is called Get It Right Training which I have taken part in. It is essentially a digital training game for trainers to train the officials. In other words, they can watch a play and learn the rules and safety of the game.

I mostly was included to spice up the visual, optimize and improve the overall quality of the game.

Here is a video explaining and showing some of the technology.

Backyard Adventures

As you might or might not know, I do quite a lot of freelancing. The drawback of my type of freelancing is I don’t get any direct credit or allowed to talk about it.

However, today I can briefly mention a project I was part of which is about designing your own playground. For example, for a kinder garden, local park or something around those lines.

The project is still an ongoing project thought but the type of projects I am taking part in, and learning more from are not directly games for entertainment.

So you can start with a predefined design if you like similar to this image here:

Pre-Designed Sets

After clicking it you can then edit it with different props, depending on connection points and other settings that define what you can and can’t do.

Basic Set

As you click around the green dots you can choose the appropriate props to add.

Choices for the green selection dot

And you can keep adding, editing, moving them around and rotate around to view the potential masterpiece. This can then be ordered and created for real-life playgrounds.

Rotated view after adding a few things.

Do you want to try it out yourself? Click this link: https://design.backyardadventures.com/?set=

Let me know if you like it, feedback, or bugs.

Lighting Breakdown – Reflection Scene

Inspiration

This time I went for general inspiration and I ended up with these two images. What you will notice is that they do not reflect the final lighting. This is because I used the grayscale and general idea of it, rather than copying it.

Image from the book mentioned on the image above.
Photo by: Sheng-Wei Wang

Turning inspiration to BW

Turning Inspiration to Opposite Color

Setting up Basic Lighting

I then set up the basic lighting in which we want as few light as possible to maximize the effect, range and intensity. I also wanted the middle light to have the blue and strongest light intensity. And the outer areas to have a orange weaker light to them.

Tweaking Shadow

I didn’t want my usual sharp shadows. I wanted them a bit more diffused so I adjusted the source radius on all.

Key Light as Area Light

I used area light for the key light to get diffused shadow but also a nice soft effect overall to the scene.

Reflections

I tweaked the reflections to get the desired reflection out of the whole area, including ground. For the ground I use planar reflection.

Skylight

I didn’t want too much bright light coming in from skylight, so I kept it to the minimum using the cubemap.

Fog

I then added some orange fog to emphasize the mood and spread the light around a bit.

Key light Color Test

It was important to get the basic color right, intensity and range of the key light. Which as mentioned earlier was an area light.

Camera Angle

I started tweaking the camera angle to decide the composition, depth of field and other features.

Post Process

During all this I also tweaked the post process to pump up the desired effect.

Light complexity

These days I like to check the light complexity to optimize the scene a bit. This is why there are so few lights on this scene.

Lightmap Density

I also bumped up the lightmap density to get more out of the quality, but not too high.

GPU Visualizer

And to ensure the optimization is at its best I check the GPU Visualizer. I try my best to keep the numbers low which means the ms cost and fps is optimized.

Final Shots

Lighting Breakdown – Scifi Bunk

Reference/Color Wheel

The first thing I did was look for general references that could work for me. And after that I decided to create a colour palette that I think might be interesting to do. This scene is popular to light, so I wanted to use colours that were less popular. For that reason, I went with teal, purple and yellow/orange.

Color Wheel

Greyscale Lighting

Grey Scale

My preferred way of lighting is to get the greyscale the way I want it. So I focus on where the light should come from, where is it hitting and generally ensuring that the values from light to dark is clear.

Deciding on Color

Once I have an idea I go back and forth deciding where the color should be for what, its intensity and range.

Lighting Color Mode

Shadows

As the process continues I start looking at the darkness and which method to use to remove complete blackness when viewed with materials on.

Lighting With Material

Post Processing

Post Processed

For this particular scene I decided to lean on stationary light a bit, and use post processing volume to bring out the light using exposure and global illumination.

IES Profile

I would adjust the IES profile to get the desired effect, which meant changing intensity and range to deal with the changes that came with using IES profile.

IES Profile

Shadow Length/Shadow Bias

Certain stationary lights where not giving contact shadow and it took me some time to realize I had to adjust Contact Shadow Length. For the movable lights I adjusted Shadow Bias.

Contact Shadow Length

Detail Lights

For the few detail lights I prefer using movable lights, and those tend to be added to a different lighting channel to save resources. Additionally, I will turn off shadow if possible. This makes moveable much cheaper to use.

Moveable Lights

Window Material

To get the desired look for the window, I changed the map and overall settings to get the look.

Window Material

Reflection Probes

Eventually I added reflection probes to see if I wanted to make any changes or adjustments.

Reflective Surface

Summary

Naturally during the process I added dirt mask, bloom, colour correction and tweaked the lights into I got it just right.

Final Version
Final Version
Final Version

Lighting Breakdown – 2D Platformer

Doing game lighting compare to cinematic poses some other challenges, unless you are doing real-time cinematic that is. I am specifically talking about performance, gameplay, and clarity to name a few. In this blog post, I will break down a test lighting I did for a game jam 2D Side scroller with a sci-fi theme to it. The majority of the level was put together by my friend with some adjustment made by me later on. So let us start with the general workflow, starting with References.

References – Color and Mood

The first thing to do is always get some references, it makes it much easier to establish your mood and lighting setup. Let me provide two samples from the reference library that I used to light the area.

Star Citizen – Mood and Color Scheme
Halo 4 – Mood and Color Scheme

Once I spend a few hours doing this process I try and establish my own color scheme based on my references, this ensures creative freedom, expression and artistic decisions suitable for the particular game you might do lighting for. Provided is a sample of said color scheme that was used to light up the level.

Base Color Scheme – Oversaturated in comparison to references

Light Placements

With the concept, planning and reference phase semi-completed I recommend thinking about where to put the lights, as in my case there are suggestions on light sources but in some cases none at all. So an example of how it would look like is this:

Notice no physical light sources

Looking at the environment I started playing around with different light placement but ended up placing lights somewhat like this:

Light Source Placements

The reason for these placement was to have the flexibility of creating shadow through barrels and beams. There are additional light sources behind on the yellow wall, to create light in the background. All of this together gives enough light sources to create specular, reflection, highlight, shadow and overall dark background. This is because majority of the light is around the playable area, thus the background will become darker.

By now, maybe you noticed the color of the materials. This plays an important role in what color light to pick. In this case, I was the one who changed the materials to yellow and red, to emphasize the blue/teal lighting that would go in the playable path. With minor breakups using red/orange.

I continued adding static mesh light sources down the hallway, in the process I added elevation and other details to adjust the level design. The darker red light was added to the door entrance with a big wall in between, and other light sources where given a blue teal color. I added similar light sources behind camera to ensure it wasn’t too dark on either side.

Adding the light to the level

One of the first thing that is good to do is getting a decent emissive from the materials that are on the static mesh light sources itself. This will give out a light that can be baked into the texture, saving real time resources.

Emissive lighting turned on

Then a lot of time goes into adding the best suitable type of light type, such as spotlight or point light to light up the area as intended. In this particular case a mixed method was used to create the lighting. Another mixed method was used called static, stationary and dynamic lighting. Static being the cheapest, stationary mid expensive and dynamic the most expensive. The biggest difference is that static is pre-calculated onto the texture and won’t cast shadow if something moves in between later. While Dynamic happens per second and will cast shadow if something comes in between.

All of these are using spotlight with their own range, intensity and color.
All of these are point lights with their own radius to brighten up darker areas.
These are detail point lights. It means they are unique in color or have a distinct purpose on creating detail lights due to their souce. In this case computer screen and devices etc.

All of these lights have unique settings to them for different purpose and reasons. I will try and explain some of the principles behind it. In general only the important lights have dynamic shadow on which means it is calculated every second while the game runs, everything else is baked to save on resources during gameplay. This allows me to be slightly free in using extra lights in areas that I need to in exchange for longer baking time/rendering.

These spotlights are one of the main light sources, known as key light. That is why their intensity is brighter to show the clear path of direction for the player. The two cones evens out the intensity and gentle fades out the hotspots. This is also a dynamic light and cast real time shadow during gameplay.
The second main light source is also a spot light with a wide range to cast shadow far enough as the player moves. It’s color however is on the opposite color wheel which is red. This was to breakup the monotone color scheme. Notice the light on the top wall is same type, but set to static as it doesn’t need to be dynamic real time. Optimisation and illusion is key.
These points lights all have different range, intensity and color but their purpose is to fill in darker areas and spread out the original light source by faking it. Because of this their shadow is turned off some places to reduce render/baking time and set to stationary to avoid real time cost. The yellow radius is radius representing light source size, in this case faking the fluroscent light source in the gateway everywhere. It affects the ground also.
Notice the ground. This is manipulated through the source radius settings mentioned above.

As shown so far there are many things, thoughts and techniques used to prepare the lighting of the level. From this part on I copy pasted the lights to the rest of the level. That is why color palette, lighting position and most of the work is done early so rest of the level would go quicker. However, since each section is different some tweaks are still required.

An example of such a scenario would be the image shown later below which has hotspot created due the static mesh being closer than other objects earlier when creating the lighting setting. These lights also have something called IES Profile which is physically accurate light patterns from real life. To save time I took an image from Atul Dravid.

IES Profile made by Atul Dravid: http://www.cgarena.com/freestuff/tutorials/max/ieslights/

The lights being used for the game level is also using Inverse Square Law which is basically how lights fall off and lose’s intensity over distance as shown above. But I took another image to save time, this time from Johannes Daunner to show a quick example.

Light Inverse Square Law. Image taken from Johannes Daunner. https://www.diyphotography.net/lighting-design-easy-way-secrets-inverse-square-law-light/
Due to these details explained above and of course intensity, range and such it blows out the details.

This is when we can turn off the Inverse Square Law and play around with intensity, range and light falloff exponent. In my case I also adjusted the point light to add intensity to the floor to closer match the other areas.

Notice the details of the mataerials and objects are easier to spot, such as the white line on top of the machine which would otherwise be hidden.

Basically you keep going like this looking at your reference, color palette and adjusting it based on values, contrast and what you are going for. I tried making sure the background was visible enough while the main path was brightest. Smallest thoughts went into it such as purposely having white tiles on the path and black on both sides of it, this creates contrast and also ensure brightest spots are in the middle of the path.

Fog

I won’t go too much into detail but when you add fog into the scene such as Exponential Height Fog you need to remember it creates flatness due to the type of technology it is. Some time was spent to push the fog to the middle of the scene rather than the whole scene, this was to ensure depth without losing value and contrast. Additionally fog sheet was used to put around on the side background to create further depth and mood. The light sources closer to the player area and higher up was given volumetric lighting as well.

The distant fog was kept to this area while the volumetric fog light was kept closer and up in the air. This was to create further depth to the scene, which often can go wrong and make it more flat.

Post Processing

Eventually I wanted a more worn down color saturation, in other words desaturated color scheme. For this the Post Processing Volume was used by adjusting tone mapping, chromatic Abberation, Bloom, Ambient Occlusion and custom LUT was created in Photoshop. A LUT is basically color correction.

Post Processing allows us to adjust the mood, contrast and ambient occlusion to our intended mood and feeling.

Final Touches

For the final touches you keep iterating upon color, intensity, value and depth. You add in some more details and reflections. You go into Light Mass Settings to adjust the light baking quality, you pump it all up to max and you look for compositional shots to promote your work.

I hope you learned something. Feel free to share, like or contact me. Easiest method is to contact me on linkedin or artstation.

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