Deacon Higginson's Game Design Blog

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Lighting

Published by higginson2020 on April 1, 2022April 1, 2022

As the game follows a noir theme, I followed this when creating the lighting. By using a sky sphere, exponential height fog and post processing volume, I have created an extremely dark environment.

  • Key areas are highlighted by spotlights.
Various elements have been tweaked within the details panel to achieve the dim lighting.
Categories: Class Work

Categories
  • Home
  • Year 1
    • 3D Asset Design (400573_A20_T1)
      • Production Piece (3D Rendered Output) & Portfolio
    • 2D Art for Games (440947_A20_T1)
      • Sketchbook of Artwork
    • Introduction to Game Engines (440946_A20_T1)
      • Completed Game & Development Diary
    • Team Project (400572_A20_T2)
    • Introduction to Motion Graphics and Animation (440948_A20_T2)
  • Year 2
    • 3D Character Design (500730_A21_T1)
      • Character Design Portfolio
    • Creative Business: Pitching and Design (551307_A21_T1)
      • Elementor
    • Level Design (551309_A21_T1)
      • Level Development Diary
    • Rapid Prototype Design (551308_A21_T2)
      • RP
    • 3D Character Animation (551310_A21_T2)
      • Design Portfolio
    • Professional Practice: Production & Development (500728_A21_T2)
      • Team Project
      • Development Log
      • Class Work
  • Year 3
    • Major Project (601165_A22_T12)
      • Proposal
      • Dev Log
      • Practical
    • Visual FX and Post Production (601166_A22_T1)
      • Visual Effects
    • Digital Storytelling (661893_A22_T1)
      • Production Dossier
    • Immersive Design (661841_A22_T2)
      • Portfolio and Production Piece
    • The Designer Self (601164_A22_T2)
  • Industry Portfolio
  • About me!

Related Posts

Class Work

Blocking out the level

I have created a simple blockout of the playable level, with lighting, in Unreal Engine. All screenshots were taken by me in Unreal Engine.

Class Work

Chasing player AI

A major part of the Run Rabbit Run is the player hiding and running from enemies. To enable enemies to detect and chase the player, I created an enemy chase AI.

Class Work

Player crouching

To allow the player to hide from enemies and enter smaller areas, I have added the ability for the player to crouch. To make the player character crouch when the collider does, I added crouching Read more…

  • Elementor
  • Industry Portfolio
Hestia | Developed by ThemeIsle