Level Design Workshop: Blockmesh and Lighting Tips — Transcript
Full transcript
- 0:02[Music]
- 0:04hello everyone alright let's get started
- 0:10thanks for coming quick reminders please
- 0:13silence your cell phones and no video
- 0:15recording this hour-long talk is split
- 0:17into two halves by me and Robert yang so
- 0:20we have separate evaluation forms if you
- 0:22didn't get beeped on the way in if you
- 0:24stayed from the last talk if you can go
- 0:26get beeped that'd be great
- 0:28you'll get the evaluation form please
- 0:31fill him out because your feedback is
- 0:32important to us my name is David shaver
- 0:35and I'm a game designer at Naughty Dog
- 0:36before that I was at respawn
- 0:38entertainment show games in Zynga I've
- 0:41been in industry for almost 11 years and
- 0:43worked on lots of different games the
- 0:44most recent you can see here I started
- 0:48out as a game programmer and switched to
- 0:50a game and level design years ago this
- 0:52very workshop helped me realize my love
- 0:54of design and helped with that
- 0:56transition now this talk is about how to
- 1:00guide players naturally with your level
- 1:01layout and how to minimize the reliance
- 1:03on HUD markers and forced camera moves
- 1:05and all that stuff it's the talk that I
- 1:07wish someone would have given me an ears
- 1:08ago because it really would have saved a
- 1:10lot of time speaking of saving time this
- 1:12talk is jam-packed
- 1:14so this overviews quick part one guiding
- 1:16players with block mesh layouts with me
- 1:18and part two Robert will be talking
- 1:20about level lighting let's go
- 1:21first up let's get all on the same page
- 1:24what the heck is block mesh well at
- 1:28Naughty Dog we call levels built with
- 1:30simple geometry and textures block mesh
- 1:32unfortunately our industry hasn't
- 1:34arrived at a single term at this yet
- 1:35it's actually they also call it gray box
- 1:37and white box and all kinds of things
- 1:39mostly I prefer block mesh because it
- 1:41includes color and lighting which are
- 1:43very important when playtesting layouts
- 1:45since they help guide players also
- 1:47handing off colored block meshes to your
- 1:50artists make it a lot easier to
- 1:51communicate the kinds of textures and
- 1:53colors you had in mind
- 1:54green floor it's probably grass brown
- 1:57it's probably dirt now let's look at a
- 2:00common level design process at a game
- 2:02studio first you need to establish the
- 2:04context and constraints of your level
- 2:06this includes things like the
- 2:08environment type the time of day
- 2:09location in the story available
- 2:11character abilities and
- 2:12Titus all that stuff you should decide
- 2:15on the gameplay and narrative beats -
- 2:17once you have your requirements and
- 2:19beats dive right into building rough
- 2:21version of the entire level so that you
- 2:23can get a sense of pacing and scale be
- 2:26sure to stub in those gameplay and
- 2:27narrative beats to get something
- 2:29playable quickly and then watch other
- 2:31people play it there's no need for a
- 2:32formal play test or anything you just
- 2:34grab anybody because the feedback that
- 2:36you get from them is gonna change a
- 2:38block mesh repeat this iteration loop
- 2:40until you basically run out of time and
- 2:42once you run out of time your layouts
- 2:45locked and you hand it off to the rest
- 2:46of the team to make it look amazing but
- 2:48your job isn't done yet your task at
- 2:50this stage is to ensure that your design
- 2:52goals mesh with their artistic goals
- 2:54so keep playtesting and work with your
- 2:56artist to ensure that it still plays
- 2:57great with the real art now it's worth
- 3:00noting that every studio has a different
- 3:01process but this core iteration loop is
- 3:03universal so now let's get to the block
- 3:06mesh tips now our game director Kurt
- 3:09told me that tips wasn't a strong enough
- 3:10word for how important these are so I'm
- 3:12gonna rename them now to guidance
- 3:14principles so first up we have
- 3:17affordance one of the most powerful ways
- 3:21to guide players is by using affordances
- 3:22which are properties of an object that
- 3:24define its possible uses and make clear
- 3:27how it should be used a classic example
- 3:29is a door handle just by looking at a
- 3:32push bar or a pull handle you into it
- 3:34whether or not to push or pull the door
- 3:35as you approach ladders afford climbing
- 3:39edges also afford climbing ramps afford
- 3:43jumping off or smashing through a vent
- 3:45and Wolfenstein 2 affordances depend on
- 3:48your game rules because that's what
- 3:49they're communicating to the player so
- 3:52for our game designers affordance is a
- 3:54great way to communicate to the player
- 3:55what they can never interact with or
- 3:57where they can go players will learn
- 3:59what is interactive and it will attract
- 4:01them towards these affordances
- 4:03consistent color and shape establish a
- 4:05trust contract with players who used
- 4:07these to learn your game rules you
- 4:10should ensure that all of your
- 4:11affordances work consistently throughout
- 4:13the game or it breaks that trust
- 4:14contract which will cause player
- 4:16frustration you should also include
- 4:19affordances in your block mesh phase
- 4:21it'll help guide players where you want
- 4:23them to go let's see what it looks like
- 4:26so in this block mesh it's not clear
- 4:29where the player should go next sure the
- 4:31ladder affords climbing up the little
- 4:32tower but then what jump to the cliff
- 4:34dive in the water what if we had some
- 4:36affordances it becomes clear where to go
- 4:39the boards on the roof afford jumping to
- 4:41the cliff while the edge grabs on the
- 4:44cliffs afford climbing of course this
- 4:46example of is tailor-made for uncharted
- 4:48but the game same concepts will apply to
- 4:50your traversal mechanics it may seem
- 4:53silly to add them so early but trust me
- 4:55it makes a world of difference in how
- 4:57your play tests go and it doesn't take
- 4:59that much effort and one more thing
- 5:01ensure you these affordances are use
- 5:04consistent shape and color follow the
- 5:06game metrics and you empower your team
- 5:07with this information they could even be
- 5:10prefab objects that the whole team can
- 5:12use next tip denying affordance while
- 5:17affordances are important is showing the
- 5:19player what they can interact with
- 5:21showing them what they cannot interact
- 5:22with is also important this is denying
- 5:25affordance and it prevents player
- 5:26frustration and guides them now you
- 5:29can't just disable a ladder or place a
- 5:31invisible wall I mean you can but you
- 5:34shouldn't because it's frustrating to
- 5:36players so what you need to
- 5:38contextualize why you can't use the
- 5:40affordance by adding clearly visible
- 5:42things that say can't use this or don't
- 5:44go there also make sure the reason for
- 5:48denied affordance is clear in your block
- 5:49mesh at Naughty Dog we record a plate
- 5:53when a play tester tries to jump and
- 5:54grab something that they can't grab we
- 5:57call these bad jumps and overlay them as
- 5:59red spheres in the game so that we can
- 6:01identify problem areas often we'll find
- 6:03something that looks Klima bulb it isn't
- 6:05supposed to be so we'll cover it with
- 6:07foliage or something and after the next
- 6:09play test those bad jumps will be gone
- 6:11like sanding down a piece of wood this
- 6:13process makes the levels play smoother
- 6:16here's an example of using spiky shapes
- 6:19and breaking up the horizontal edge to
- 6:21deny climbing affordance even though the
- 6:24window is within climbing range
- 6:26you still can't grab it because it's
- 6:27visually blocked notice how this isn't
- 6:30contextualized to the environment with
- 6:32bricks and rebar this is important for
- 6:34games grounded in reality
- 6:37for games not so grounded you can get
- 6:39away with a lot and that's okay just
- 6:41find the right tone in context for your
- 6:43world to make it feel natural and still
- 6:45deny affordance now let's see some black
- 6:47mesh let's say that we want the player
- 6:49to go through the window on the right
- 6:51which is busted open the left window is
- 6:54covered with a bush and the and the
- 6:56front porch window and door are blocked
- 6:58with boards most players will glance at
- 7:02this house and go right for that window
- 7:03and a play test the intended way forward
- 7:05is open while the rest of the entrance
- 7:07affordances are denied next tip shaped
- 7:12language
- 7:13establishing a consistent shaped
- 7:15language communicates affordance and
- 7:17guides players climbing edges and
- 7:20uncharted are always horizontal and flat
- 7:22as a player you learn this visual
- 7:25language of Ford's plot climbing and you
- 7:28can spot it easily also people tend to
- 7:31have emotional associations with certain
- 7:33types of primitive shapes which is even
- 7:36common across cultures we can use this
- 7:39to our advantage
- 7:40to guide players toward or away from
- 7:42certain shapes round shapes tend to be
- 7:45viewed as non-threatening there's
- 7:46nothing to stab you with rectangular
- 7:49shapes are viewed as stable and
- 7:50trustworthy like a shelter and diagonal
- 7:54shapes are viewed as aggressive and
- 7:55dangerous like a spear now let's take a
- 7:59look at a screenshot from uncharted The
- 8:00Lost Legacy and highlight the shapes as
- 8:04you can see the spiky shapes feel a
- 8:06little bit uncomfortable possibly
- 8:07causing you to want to avoid those areas
- 8:09the round areas aren't a threat and they
- 8:12actually provides stealth and the square
- 8:14shapes our combat cover or buildings
- 8:16nice and stable
- 8:17all of this subtly guides the player to
- 8:19the buildings now let's see what it
- 8:21looks like in black mesh let's say we
- 8:24want the players to go to the right and
- 8:25they're being chased
- 8:26so exploration will wreak pacing the
- 8:30path sort of leads there but some
- 8:31players may veer to the left so how can
- 8:33we gently nudge them to the right first
- 8:36let's add some spiky trees and some
- 8:38other pine trees that angle toward the
- 8:39goal then we'll add some round bushes
- 8:43finally we'll add a small building and
- 8:45I'm not gonna lie at this point I kind
- 8:47of feel like this
- 8:49but with a lot less hair um alright
- 8:53let's highlight their shapes we just
- 8:54added the spiky shapes say danger and
- 8:57they discourage going there this the
- 8:59square building implies hey stability is
- 9:01this way the round stepping stones on
- 9:03the ground act as breadcrumbs to that
- 9:05stability and the round bushes kind of
- 9:07act as bumpers into frame the place base
- 9:09of course none of this prevents the
- 9:12player from going wherever they want it
- 9:14just gently guides them where they
- 9:15should go next tip color language when
- 9:20you're trying to establish a consistent
- 9:21visual language in your affordances
- 9:23shape is only half of it you also need a
- 9:26consistent color as well adding color
- 9:29provides valuable context for an
- 9:32otherwise barren block mesh it also adds
- 9:34depth if you're making a 3d game
- 9:37coloring also speeds up collaboration
- 9:39with your team because at a glance they
- 9:41can get it without explanation is the
- 9:44ground supposed to be dirt lava water
- 9:46now Naughty Dog is notorious for using
- 9:49contrasting colors to draw the eye to
- 9:51where you should go
- 9:52here we have a break a low sign and rail
- 9:54and it subtly lists the player know
- 9:56where to put the plank most people won't
- 9:59question why only one rail is yellow
- 10:01they'll just remember that they
- 10:02intuitively knew where to go here we
- 10:06have white climb above edges and here
- 10:08are some more edges but wait these are
- 10:10green I thought you said to be
- 10:12consistent well it's not a single color
- 10:14that's important it's using consistent
- 10:16color and shapes in the context of the
- 10:19environment try to blend them into the
- 10:21environment so it looks natural but
- 10:23still stands out let's see how color can
- 10:26aid your block mesh here we have a gray
- 10:29box it's not really clear where the
- 10:31player should go or where they even can
- 10:33go affordances are gray and they're hard
- 10:35to see also what kind of environment is
- 10:38this a desert an icy planet
- 10:41first let's add color to the affordances
- 10:43so that you can see them in the path
- 10:45forward sort of but we're still missing
- 10:47the context what is this place
- 10:49you know everything blends together boom
- 10:52we add color to the top of the blocks
- 10:55and suddenly you're in a grassy
- 10:56mountainous area with water down below
- 10:58as you can see adding color to your
- 11:00block mesh helps contextualize the
- 11:02to the players and a teammates and to
- 11:05further ground this on earth let's add
- 11:07some props okay
- 11:09now color is important but it shouldn't
- 11:12be the only thing that you rely on
- 11:13because some players are colorblind you
- 11:15should combine color with other
- 11:16techniques like unique shapes using
- 11:18content and using contrasting color
- 11:20values rather than hues bonus points if
- 11:23you can get colorblind play testers or
- 11:24teammates to help identify problems and
- 11:26make your game more accessible next tip
- 11:29landmarks there she is
- 11:35that's our building there's the tower
- 11:38alright there's the bridge that's our
- 11:41way out of here ever wonder why game
- 11:44characters spend so much time pointing
- 11:45at things in the distance
- 11:47well that's because their landmarks and
- 11:49they're great way to orient players in
- 11:50your world a landmark is basically just
- 11:53a big object that can be seen from far
- 11:55away and from different vantage points
- 11:56if used correctly players will see this
- 11:58object over and over as they get closer
- 12:00to it to let them know they're headed in
- 12:01the right direction
- 12:03landmarks also act as a goal for the
- 12:05player to work toward they're also
- 12:07called wienies if you want to know more
- 12:09about that just google Disney and
- 12:11weenies don't worry it's safe for work
- 12:13probably depends if your safe search is
- 12:17off alright check this out Zelda the
- 12:19breath of the wild really goes nuts with
- 12:21the landmarks and just this one shot
- 12:23there are several visible all in a row
- 12:24and they're not overlapping one another
- 12:26they also have unique silhouettes so you
- 12:28don't confuse them which is also a great
- 12:30tip try to have unique silhouettes for
- 12:32things in your game so the players can
- 12:34distinguish them at a glance all right
- 12:37block mesh time let's add a landmark to
- 12:39this block mesh man it's pretty basic
- 12:43but you can have a huge it can have a
- 12:45huge impact on drawing the player toward
- 12:47a certain direction if I'm working with
- 12:49a landmark I like to edit first and then
- 12:51build the level backwards from there
- 12:52that way I can always see it in the
- 12:54distance and shape the level accordingly
- 12:56next tip openings attract caves doors
- 13:00etc they all seem to attract people
- 13:02toward them these openings often lead to
- 13:05a refuge space which psychologically
- 13:07feels safe openings also have an air of
- 13:10mystery about them and people want to
- 13:12see what's inside this attraction
- 13:14happens in the real world with hobbies
- 13:15like spelunking
- 13:16and urban exploration here in titanfall
- 13:20to a ramp affords jumping to a nicely
- 13:22lit opening that begs to be explored
- 13:25this underwater opening lets you know
- 13:27that there's something beyond it if you
- 13:28swim for it it even works in block
- 13:31worlds as soon as I saw this I went
- 13:33right for it
- 13:35doors and archways also draw you inside
- 13:37even though an archway may not have a
- 13:38roof above it when adding openings to
- 13:43block mesh it's important to have a
- 13:44different different colors for interior
- 13:46and exterior walls here we have a cool
- 13:48white exterior and a warm yellow
- 13:50interior this helps players read depth
- 13:52in your block mesh if they're the same
- 13:54color it's hard to tell that it's even
- 13:56an opening also communicate this design
- 13:59intent to your artist to ensure that
- 14:01they know that this is an entrance and
- 14:02that it needs to stand out next tip
- 14:05gates and valves terrible jokes all
- 14:10right no not those gates and valves the
- 14:12kind of wake of way more money we want
- 14:14the level design kind gates stop
- 14:16progress until some sort of conditions
- 14:18are met you've killed all the enemies
- 14:19you've moved the debris out of the way
- 14:21etc valves are the opposite
- 14:24they let players move forward and then
- 14:25they slam the door shut behind them so
- 14:27they can't get back track in this
- 14:29scenario we want the player to enter the
- 14:31combat space and be trapped until
- 14:33combats over we have a valve into the
- 14:35space and then a gate at the other end
- 14:37blocking them so they can't leave once
- 14:40they enter the gates and valves reduce
- 14:41the possibility space of the world to
- 14:43just the combat zone also there's less
- 14:46mentally to keep track of so players can
- 14:48focus on a task at hand it may look like
- 14:51this is only useful in linear games but
- 14:54open-world games can use it too with
- 14:55scenarios like arena battles the Halo
- 14:57series did a great job of having big
- 14:59open levels that gated in valve players
- 15:01when needed
- 15:03now gates are pretty straightforward
- 15:04there's something in your way and you
- 15:06need to clear it so I'll focus on
- 15:08Valve's which can be a little more
- 15:09nuanced in this Valve example you drop
- 15:12down and you can't get back up
- 15:28a fairly famous valve is in Super
- 15:31Metroid we're an entire chunk of level
- 15:34acts like a valve at some point the
- 15:36player falls down this really long shaft
- 15:37and there's no way back up they're stuck
- 15:40and the vast possibility space of the
- 15:42game is reduced to a tiny portion as
- 15:44seen on the map in this space they find
- 15:46two critical items the high jump boots
- 15:48and ice beam and they can they learn to
- 15:50freeze enemies and then jump off of them
- 15:52so that they can use it to escape the
- 15:54shaft the shaft that was once a valve
- 15:56has now become a gate that needs to be
- 15:58overcome given the entire world to
- 16:01explore they may have never discovered
- 16:02this ability next tip leading lines
- 16:06leading lines are a composition
- 16:08technique where lines in the environment
- 16:10draw the eye to a specific place in the
- 16:12scene in this photo the logs dry the eye
- 16:15up and into the frame to finally rest on
- 16:17the house in games these are often
- 16:19things like roads and pipes and cables
- 16:21and all sorts of stuff here in titanfall
- 16:242 we wanted the player to focus on this
- 16:25door and not miss the reveal of a new
- 16:27enemy pipes and floor grates form
- 16:29leading lines to the door and when you
- 16:32get close a stalker rips the door open
- 16:34for a grand reveal here in the black
- 16:37mesh is a hallway with a t-junction at
- 16:39the end let's say you wanted the player
- 16:41to go to the right again right now it's
- 16:44a coin toss they may turn left see it
- 16:46seal off door and turn around or they
- 16:48may smoothly go to the right and enter
- 16:50the next area by adding some leading
- 16:53lines though we can draw their attention
- 16:54to the right and increase the chances
- 16:56they'll go there pipes on the walls and
- 16:58rug guide the player down the hallway
- 17:01but the pipes on the left stop while the
- 17:04pipes on the right go over long around
- 17:05the corner drawing the eye
- 17:07the caution cones break up the red line
- 17:09of the rug going left and to go over the
- 17:12top
- 17:13we had a yell a big bright yellow cable
- 17:15that hugs the right side and goes along
- 17:17around the corner just some simple
- 17:19shapes but it can have a huge impact on
- 17:21smooth navigation in your play tests
- 17:23next tip pinching pinching basically
- 17:27means your layout funnels the player to
- 17:28a specific spot you accomplish this by
- 17:31blocking off areas and angling shapes to
- 17:33naturally flow to that spot it's a it's
- 17:36good for redirecting players to a
- 17:37specific area and it's also a great way
- 17:39to set up a cool reveal like
- 17:42view of a landmark without forcing the
- 17:43camera to look at it if you pinch them
- 17:45to a specific spot the camera will be
- 17:47naturally pointed at the thing you want
- 17:49them to see wrong side okay yeah of
- 17:54course all of this is completely depends
- 17:56on your mobility mechanics it's much
- 17:58easier to do this in a game where
- 17:59players are stuck on the ground than in
- 18:01something like titanfall where they're
- 18:02flying all over the place let's look at
- 18:04an example here the buses and cars are
- 18:07angled to a specific spot which you can
- 18:10see highlighted here walking down the
- 18:12street the shapes naturally bring you to
- 18:14the end and they pin of the pinch which
- 18:17faces the way forward let's see it in
- 18:20action in this video the pinch lines up
- 18:22a perfect shot of the hospital in the
- 18:24distance which is your goal and the
- 18:26tunnel that takes you there
- 18:40next tip framing a composition
- 18:43another technique borrowed by from
- 18:45photography by framing your subject be
- 18:48it a landmark a big enemy or cave
- 18:49opening you draw attention to it if
- 18:51you'd like to learn more just Google
- 18:53some photography composition techniques
- 18:55you'll find lots of stuff
- 18:57this one's really useful when combined
- 18:59with pinching to set up an important
- 19:01reveal in the level after you pinch the
- 19:03player to a specific spot perfect
- 19:05perfectly frame the object for maximum
- 19:07effect let's see it in action
- 19:16as you saw the players naturally pointed
- 19:20at the dam and due to good framing it
- 19:22was the dominant thing on screen also a
- 19:24side tip people's eyes are drawn to
- 19:26detail and the dam is very detailed all
- 19:29of this with just some layout and no
- 19:31force camera moves alright next tip
- 19:34breadcrumbs all yes breadcrumbs lead the
- 19:39player a little piece at a time to the
- 19:41goal they can be almost anything chunks
- 19:43of stuff on the ground pick up items
- 19:45enemies lit areas etc it's usually
- 19:49better to add breadcrumbs to your block
- 19:51mesh after the early play tests because
- 19:53they can hide fundamental layout
- 19:54guidance problems but if you still need
- 19:57them after a few revisions don't feel
- 19:58bad about adding them in this example
- 20:01the bits on the fence and roof create a
- 20:03visual stepping stones to the ledge in
- 20:06destiny to these panels guide the player
- 20:09into the tunnel now if your game has
- 20:12pickups there a classic way to
- 20:14breadcrumb players around the level like
- 20:16how many times have you played a mario
- 20:17game and the coins led you to a new area
- 20:20pickups are also great for letting
- 20:22players know they're on the right path
- 20:23in a cluttered or maze-like environment
- 20:25this one's placed next to an area that
- 20:27you can duck under which some players
- 20:29forget they can even do so it's subtly
- 20:31hints yep you're going the right way
- 20:33so to go back to this house let's say
- 20:36only half the players during our last
- 20:37play test went into the house and the
- 20:39other half got lost let's add some rocks
- 20:42and boards as breadcrumbs leading to the
- 20:44window
- 20:45notice how the boards are angled toward
- 20:46the window creating leading lines you
- 20:49can also sprinkle these breadcrumbs at
- 20:51open-world areas to lead players to
- 20:53interesting things like the panels in
- 20:54the Destiny example next tip textures
- 20:58you can use textures to subtly or
- 21:00sometimes obviously point the way to a
- 21:02goal
- 21:03these can be just about anything arrows
- 21:05scrapes on the wall signs etc here and
- 21:09Uncharted The Lost Legacy script
- 21:11textures on the wall communicate
- 21:12affordance that you can shimmy here this
- 21:14example leads to a secret area and a
- 21:16collectible so it's a good example that
- 21:18you don't need to do this for just the
- 21:20main path here in uncharted 4 these tire
- 21:25tracks on the rock communicate
- 21:26affordance that you can drive here now
- 21:28when I played this game I didn't
- 21:30the tire tracks and I got lost I didn't
- 21:32work on this game what I worked on the
- 21:35next one
- 21:37once I noticed the tire tracks though
- 21:39the rest of it driving went totally
- 21:40smoothly signs literally point the way
- 21:43to the hospital which is also your goal
- 21:45these textures are often some of the
- 21:47last things added when making a level so
- 21:50it doesn't seems like it's not really
- 21:51going to help your block mesh phase but
- 21:53guess what you don't need to wait for an
- 21:54artist to Adam you can cheat and you can
- 21:57build them out of blocks mesh for your
- 21:59play tests here I've added an arrow and
- 22:02a sign to point the way and these
- 22:04scratch marks lead into the alley
- 22:06indicating something heavy was dragged
- 22:08back there and the best part these are
- 22:11all just block mesh labeling rooms and
- 22:14areas could be super helpful for both
- 22:16linear and open games if you're building
- 22:18a school for example having labels like
- 22:21gym and cafeteria provide valuable
- 22:23context and signposts as your players
- 22:25explore I totally hit next all right
- 22:30here I've pulled away from pulled this
- 22:33away from the wall a bit so you can see
- 22:34that it's just a bunch of blocks this
- 22:35stuff only takes a couple minutes to do
- 22:37and it works wonders for your play tests
- 22:39and also to communicate with your artist
- 22:41where you think signage might go and I'm
- 22:43not going to lie this one is so easy and
- 22:44simple it obvious it kind of blew my
- 22:47mind when I learned it all right next
- 22:49hip movement movement grabs the eye and
- 22:53the players attention this could be
- 22:55anything that fits your game big
- 22:56scripted moments bird sparks buddies
- 22:59enemies and even just something flapping
- 23:02in the breeze also make good use of the
- 23:05direction of the movement the players I
- 23:07will follow the movement and it can draw
- 23:09an invisible line right to where you
- 23:10want them to go in this example I'm
- 23:13about to show the birds draw your
- 23:15attention to the left where there's this
- 23:17open trailer door and the trailer door
- 23:19is also banging in the wind both of
- 23:21these things kind of subtly let you know
- 23:22like hey maybe you should check out
- 23:24what's inside
- 23:37and the dead body totally helps to of
- 23:42course adding movement in the block mesh
- 23:43phase is highly dependent on your game
- 23:45and engine if you can know try to
- 23:47include them in your play tests maybe
- 23:49not in the first ones but definitely
- 23:50before you lock it down and you don't
- 23:52have to get fancy you can have basic
- 23:54cubes just looping through the sky as a
- 23:56placeholder for birds now adding
- 23:58movement is also super useful as a
- 24:00bandage late in development when the
- 24:02level is basically done but players are
- 24:04still getting lost since the level
- 24:06itself is done you can script in some
- 24:08movement to help but don't rely on it
- 24:10though like try to solve the player
- 24:12guidance problems in the black mesh
- 24:13phase last tip light and God raise a ka
- 24:17light rays or Sun beams light and God
- 24:20rays are useful for guiding players to a
- 24:22goal people are naturally drawn to light
- 24:24sources and godrays point a line right
- 24:26at the goal this is important even in
- 24:29the blocked mesh phase the Naughty Dog
- 24:31lighting artists begin very early in
- 24:33this example the two lit areas are
- 24:37breadcrumbed goals first the one with
- 24:39the bad guy in the middle and then the
- 24:41one at the top right here we have some
- 24:43God rays coming out of a window they
- 24:45take up more screen space so you're more
- 24:47likely to notice them and they draw the
- 24:48leading line straight to the window
- 24:50which is also the exit also notice that
- 24:52swordfish it is totally drawing an arrow
- 24:54right at the window so that's not
- 24:56lighting but you know textures better so
- 24:58since my talk is about player guidance
- 24:59these light tips focus on that robert's
- 25:02upcoming talk is about lighting a level
- 25:04so let's start wrapping it up but first
- 25:06a bonus tip ah the squint test so simple
- 25:10and majestic but what is it well it's
- 25:14basically an easy way to see what stands
- 25:16out in your level step one squint your
- 25:18eyes and look at your game step two
- 25:20things will be blurry but what stands
- 25:23out from that blur a litter of right
- 25:25yellow truck the things that are
- 25:27standing out are the things that players
- 25:28are going to notice first so step three
- 25:30adjust your block mesh in your lighting
- 25:32so that the things that are popping out
- 25:34are the things that you want them to see
- 25:36and here's a fun quote Mattias gave me
- 25:39my professor you
- 25:41to say that squinting can replace four
- 25:43years of art school thanks for the okay
- 25:45let's see it in action before we wrap up
- 25:47here's a shot from titanfall to squint
- 25:50your eyes and take note of what stands
- 25:51out go ahead I'll give you a [ __ ] minute
- 25:54I'm squinting very good I'm just going
- 25:57to you got it okay good you probably
- 26:00noticed the yellow walls and the
- 26:01waterfall and the orange cave opening
- 26:03the yellow walls are wall running paths
- 26:06that draw leading lines straight to the
- 26:07cave and the waterfall uses movement and
- 26:10sound to grab your attention and it also
- 26:12helps frame the cave openings attract
- 26:14and the cave is lit a totally different
- 26:16color from everything else in the scene
- 26:18okay it's time to wrap it up but wait
- 26:21there's more I want to tell you about
- 26:24hashtag block tober last October Michael
- 26:26Barkley at Naughty Dog tweeted this but
- 26:28in his awesome Scottish accent that I am
- 26:30NOT going to attempt what's up level
- 26:32designers level block outs are art
- 26:35hashtag block Tober should be a thing
- 26:37the response was overwhelming everyone
- 26:40from triple-a devs hobbyists
- 26:42participated now I bring this up because
- 26:44it's important to demystify game
- 26:46development and encourage people to make
- 26:47things so many people didn't realize
- 26:50that the self-deprecating crap that they
- 26:51were making looked exactly like their
- 26:53favorite games early in development and
- 26:55they were super inspired to keep going
- 26:57October's happening again this year and
- 26:59my created this Twitter account to
- 27:01collect everything people make so follow
- 27:03it and get started now on your block
- 27:04meshes for blocked over if you like this
- 27:08talk check out these other links and
- 27:10books if you make multiplayer maps be
- 27:12sure to check out Elizabeth talk from
- 27:14last year there's no need to write these
- 27:15down I'll put all this up on my website
- 27:17after GDC it has some bonus tips at the
- 27:19end hopefully you found this talk useful
- 27:22and I'll see your block meshes in block
- 27:23Tober thank you
- 27:25[Applause]
- 27:32okay hi this is the second half of the
- 27:34talk of invisible intuition
- 27:37I'm Robert yang I'm a professor at the
- 27:41NYU Game Center if you want to know more
- 27:43what we're about come visit us on the
- 27:45expo floor starting Wednesday and David
- 27:48just talked a lot about black mesh and
- 27:50gray boxing I'm not great boxing sorry
- 27:52black mat just block meshing and
- 27:54geometry and in this talk I want to
- 27:57focus kind of more on the lighting side
- 27:59of things because David just said now
- 28:01you dog they actually start lighting
- 28:03really early so this is also kind of a
- 28:06dimensional level design that I think a
- 28:08lot of people are scared of and want to
- 28:10avoid doing and you shouldn't be scared
- 28:11about it so a little bit about me I'm
- 28:17mostly known from my gay culture
- 28:19videogames kind of get around a pause
- 28:22for gay sex
- 28:27okay don't stop stop it's not about that
- 28:30perverts this talk is kind of more about
- 28:36maybe how I like my gay videogames maybe
- 28:39a little bit and it's it's okay if
- 28:42you're not cool enough to put gay sex in
- 28:44your game but you know even if you're a
- 28:46straight person you can put lighting in
- 28:49your game baby so in this talk we're
- 28:54gonna it's kind of aimed more for
- 28:56beginners and kind of intermediate level
- 28:59designers although even if you're like
- 29:00an experienced level designer maybe you
- 29:02don't think about lighting as much as
- 29:03you could so maybe it'll still be
- 29:05helpful for you we'll start with a kind
- 29:08of more general discussion of lighting
- 29:10and then kind of get more and more
- 29:12specific as the talk progresses until we
- 29:15end with how to light a level with like
- 29:17a more specific suggested workflow that
- 29:20you can do in unity or unreal or
- 29:21whatever you use so first let's start
- 29:25with a brief history of light a very
- 29:31brief and simple history of light might
- 29:33start with the Sun right the Sun is
- 29:35really great let's give it up no for the
- 29:37Sun although it's going to rain a lot
- 29:40I'm told
- 29:41so you won't see much Sun in the next
- 29:43few days there's also you know fire
- 29:45controlled burning and gas lamps
- 29:48incandescent light bulbs with filament
- 29:50and run current through the filament
- 29:51there's also a stronger focus these days
- 29:54on energy efficient light sources like
- 29:56fluorescent lighting or LED lighting is
- 29:58also coming more common and it's I think
- 30:01it's very tempting to think of this as a
- 30:04story about technology and progress and
- 30:08like older light sources becoming
- 30:10obsolete or something but that's not
- 30:14exactly true and I don't think that's
- 30:15exactly accurate like the the light bulb
- 30:17do not make the Sun obsolete right like
- 30:21you still like going outside and playing
- 30:22in the Sun or whatever you do in the Sun
- 30:24I wouldn't know I'm a game developer but
- 30:28the LED did not make the fire obsolete
- 30:32right you'll go to a restaurant and
- 30:35maybe tonight and have a nice candlelit
- 30:38dinner or something and the flickering
- 30:41candle it's really nice when that's
- 30:43actual fire not a one of those weird LED
- 30:46flickering things right so as a society
- 30:52I think we still use fire as a light
- 30:54source
- 30:55not necessarily as like a task light
- 30:57source where you like write letters by
- 30:59candlelight or something but you know
- 31:01it's still in our birthday candles or
- 31:03campfires fire hasn't disappeared but
- 31:06our culture around fire has changed fire
- 31:10used to be common and now it's kind of
- 31:11more like a special occasion kind of
- 31:13thing but it's still here in
- 31:15civilization so each of these light
- 31:18sources means something different and
- 31:20makes a space feel different and I urge
- 31:23you to pay attention to the different
- 31:25moods and atmospheres these different
- 31:26light sources of VOC and today
- 31:31contemporary lighting design has been
- 31:33kind of heavily standardized and
- 31:36industrialized if you're a lighting
- 31:39designer and you're shopping for light
- 31:41fixtures or womyn airs as they're called
- 31:43in Europe it's very common to on the
- 31:46left right there that's like a picture
- 31:48of like a lighting catalog and the
- 31:51lighting catalog gives you all these
- 31:52different stats so you can kind of
- 31:53predict
- 31:54what the light will do and there's also
- 31:56usually often like a chart in that lower
- 31:59left I've blown up the chart on the
- 32:01right there and that's a light
- 32:04distribution curve chart and that kind
- 32:05of shows you how much light that light
- 32:07source or light fixture is gonna throw
- 32:09at every given angle so notice this
- 32:12light bulb with that light distribution
- 32:14chart on the right it's kind of shaped
- 32:17like a heart a little bit and has like a
- 32:19crease at the top well that makes sense
- 32:21right because the light socket is on top
- 32:24it's not going to throw a light through
- 32:26the light socket that doesn't make sense
- 32:27so it's mainly throwing light downwards
- 32:29into the right so now you know how to
- 32:31read a light distribution chart it's
- 32:33pretty easy so this is how real-life
- 32:38lighting design quantifies and
- 32:40standardizes the physics of light but in
- 32:43videogames light is often much messier
- 32:46than this so now I want to talk a little
- 32:49bit about what is game lighting and what
- 32:52do we mean by that light is a complex
- 32:57phenomenon that's hopefully elegant with
- 33:00like a unified theorem and all that and
- 33:04all these phenomena like reflections
- 33:07occlusion translucent shadows all those
- 33:11happen in real life like for free so to
- 33:14speak but in video games lighting is
- 33:18like a bunch of crap in a box
- 33:20we don't it's just a bunch of random
- 33:22systems that we like hack and tune
- 33:24together and we throw that crap in the
- 33:26videogame and then pray it will look
- 33:27okay in the end so it's not a beautiful
- 33:31elegant system it's just a bunch of
- 33:33random stuff and to give you an idea of
- 33:36all that random stuff right in any given
- 33:39game engine there's different cascading
- 33:41shadow Maps there's refraction shaders
- 33:43there's caustics there's fog there's
- 33:45glow sprites each your screen space
- 33:47ambient occlusion bloom all these
- 33:49different things are all kind of
- 33:52representing one system but in a video
- 33:55game it's like 20 different systems
- 33:57right and we kind of just turn them on
- 33:59and turn them off on like a case-by-case
- 34:01basis right so when you play a video you
- 34:03may be when you go in this room that's
- 34:05when they turn on
- 34:07some screen space reflection and then
- 34:09when you go in this other room that they
- 34:11turn off screen space reflection to like
- 34:12save on framerate and optimizing stuff
- 34:14and again from a business perspective
- 34:18that means zero cents right the idea
- 34:20that you can turn off shadows in like
- 34:23real life makes no sense because that
- 34:26would just like you should go see a
- 34:28doctor if that happens right that's not
- 34:30good
- 34:31so again video games we rely on a lot of
- 34:34this like piecemeal approach of all this
- 34:36random stuff together so in this talk
- 34:40I'm not going to be talking about a lot
- 34:42of those effects I'm gonna be focusing
- 34:43on what I view as the fundamentals of
- 34:45lighting in level design which are
- 34:48basically these four basic light types
- 34:50directional light spotlight ambient
- 34:52light and point light so let's say
- 34:57you're mocking up a level in unity or
- 35:00something and you don't have any lights
- 35:02going on it's just a dark level no
- 35:05lights there yet and I just have a bunch
- 35:07of blocks there so first you might add
- 35:11some ambient light ambient light is a
- 35:14gardening like default amount of light
- 35:16you might add to a scene its refers to
- 35:19the whole scene its global and you do
- 35:22that to make sure those shadows in your
- 35:24levels aren't pitch-black because in
- 35:27real life very few things are just
- 35:29pitch-black like that unless you're in
- 35:31like a really dark cave or something
- 35:32there's always like a little bit of
- 35:34light bouncing around everywhere so
- 35:36ambient light is kind of meant to
- 35:38simulate that a little bit but notice
- 35:41when we add ambient light that doesn't
- 35:42really help us read the shapes there are
- 35:44anything it's still very flat right you
- 35:48still can't really see the shapes that
- 35:50well but you can just distinguish the
- 35:52silhouette so that's when you might add
- 35:55another light source so here's a
- 35:57directional light directional light is a
- 36:00global light source it illuminates the
- 36:02entire scene at once from one given
- 36:04direction and it usually doesn't matter
- 36:07where you position a directional light
- 36:09depending on what tool you're using and
- 36:10now with the directional light you can
- 36:12read the shapes much more clearly right
- 36:15because you add that directionality
- 36:16component to it now and notice how
- 36:18everything pops out
- 36:20in games we usually use directional
- 36:22light usually for like sunlight or maybe
- 36:24moonlight or something then we also have
- 36:28a spotlight the scene is set at night
- 36:30maybe you want to add some street lights
- 36:32for a street light you might want to use
- 36:34a spotlight a spotlight throws of light
- 36:36in a cone shape in a given direction and
- 36:38from a given position so here I'm using
- 36:41a spotlight as a down light to emphasize
- 36:44this walkable floor area instead of
- 36:46emphasizing something else and lastly I
- 36:51want to talk about the point light the
- 36:53point light throws light in every
- 36:54direction some toolsets might call this
- 36:57an omnidirectional light or you can call
- 36:59an omni light for short which makes it
- 37:01sound really cool any light but you
- 37:04imagine a point light as this like
- 37:06invisible ball of light that's just
- 37:08washing everything nearby with light so
- 37:12a point light I think is usually really
- 37:13good at drawing attention to a focal
- 37:16point because it ends up creating kind
- 37:17of this hotspot effect a little bit in
- 37:21contrast with a spotlight right it's not
- 37:24always clear where the spotlight is
- 37:26shining from especially if it's a
- 37:27spotlight like a floodlight shooting
- 37:30light across and in practice you should
- 37:34try to use all four lighting types at
- 37:35once because they all can work together
- 37:38really well
- 37:39ambient helps bring up the shadows
- 37:40directional light helps make those
- 37:42background buildings pop and helps guide
- 37:44the main mood of the scene then you also
- 37:47have a spotlight highlighting an area
- 37:48then you also have a point light
- 37:50highlighting the street light and again
- 37:52all this stuff works together helps
- 37:54create depth
- 37:55it helps push like a background in a
- 37:58foreground for your scene and that's
- 38:01good and with these light sources I
- 38:06would argue that they form like a
- 38:08complete domain of lighting tools so
- 38:12stretching the gamut from like a global
- 38:15light source that affects everything to
- 38:17a local light source that only affects
- 38:18nearby things or a light source that
- 38:20shines in one direction or all
- 38:22directions I feel like it's like a
- 38:24complete domain kind of so the con again
- 38:28that's why every 3d engine or toolset
- 38:30usually has these light sources
- 38:35so now we should talk a little bit about
- 38:38why we should use these light sources
- 38:40and I'm gonna talk about a lighting
- 38:44theory called three-point lighting which
- 38:47is a very common lighting form of
- 38:50lighting design theory that's a very
- 38:52common in film and photography so if you
- 38:54have a background in that so seem very
- 38:56familiar to you basic idea of
- 38:59three-point lighting is that you have
- 39:01three different light types and here's a
- 39:04diagram that hopefully explains some of
- 39:07it in that top left we have a combined
- 39:09like composite of three different light
- 39:12types but we can also break down what
- 39:14each light is doing into like a separate
- 39:16Channel so that's what those other three
- 39:18smaller pictures are doing and in the
- 39:21top right you have a key light the key
- 39:23light is kind of like your brightest
- 39:24light source and it kind of sets the
- 39:27dominant lighting angle and mood for
- 39:29your scene or picture image then in the
- 39:32bottom left we have a fill light a fill
- 39:35light helps brought brighten up the
- 39:37shadows kind of like the ambient light
- 39:38we were talking about before it helps
- 39:40fill in the darker parts usually you
- 39:43want this at a lower intensity than your
- 39:45key light then in lower right we have
- 39:49the rim light and it's also sometimes
- 39:52called a backlight or a hair light
- 39:54depending on what you're doing and it
- 39:56illuminates kind of your silhouette to
- 39:57help pop it out from the background very
- 39:59feeling otherwise the hair might end up
- 40:01or the top of the head might be blending
- 40:03in with the background so notice they do
- 40:05some specular and stuff on top right
- 40:08like that and a very common three-point
- 40:12kind of setup might end up looking a
- 40:14little bit like this you have a key
- 40:16light and fill light usually kind of
- 40:18opposing angles you usually don't want
- 40:20them following the same direction in
- 40:22position because then that kind of
- 40:24defeats the purpose so usually you want
- 40:26fill and key to be at least different
- 40:28angles or in positions and in film and
- 40:32photography there's also often the
- 40:34background light that optional light
- 40:36right there the background light helps
- 40:38brighten the background to help get rid
- 40:40of any awkward shadows that come from
- 40:42the key and fill remember in real life
- 40:44they can't just turn off shadows for the
- 40:46key and fill
- 40:47they actually have to have like another
- 40:48light to get rid of that shadow and if
- 40:54you basically watch any movie you can
- 40:56kind of breakdown any given film shot
- 40:58along these lines and try to see what
- 41:01all the different light sources are
- 41:02doing so these are some examples from a
- 41:05blog called lighting pixels you can see
- 41:07there's a key light a fill light and a
- 41:09rim light on that left the key light is
- 41:12kind of coming from that top left of
- 41:14that image so then it kind of feels like
- 41:17sunlight kind of and everything in that
- 41:20image is kind of evenly illuminated too
- 41:22so it seems very readable meanwhile on
- 41:25the right there key light is not coming
- 41:27from the top right the key lights coming
- 41:29from below which means it's probably not
- 41:31sunlight unless these people are like
- 41:33hanging upside down that's probably not
- 41:35sunlight right so to me that means it's
- 41:38more like an artificial light source
- 41:39maybe like a nice candle or something
- 41:41and when that candle is illuminating
- 41:44from bama's face I feel like that sets
- 41:46up a very different mood in the right
- 41:48image versus the left image right the
- 41:51right image feels kind of more intimate
- 41:53and maybe even like romantic I don't
- 41:56know what movie that's from maybe maybe
- 41:58they're breaking up or having a divorce
- 42:00I don't know some some [ __ ] is going
- 42:02down in that right image right but in
- 42:04the left image zero [ __ ] right it's very
- 42:07very nice and safe and it's really
- 42:14important to note that with three point
- 42:16lights lighting it's referring to three
- 42:19types of light sources you don't always
- 42:21need to place three lights in every
- 42:23scene so for example in that film shot
- 42:26on the left there's only two light
- 42:28sources there a key light and a rim
- 42:30there's no fill and the right side of
- 42:32his face is left in shadow and that's
- 42:35okay if that's what you want to do with
- 42:36your lighting and that's the mood you
- 42:38want to create same thing in that right
- 42:40image there's only one light source just
- 42:42one key to help kind of emphasize I
- 42:44think the extreme close-up in intimacy
- 42:46of that shot so again it's just about
- 42:51what you want to do with your lights and
- 42:53what you want your lights to say so
- 42:56here's another example I'd main unity
- 42:58say you want to like light this honky
- 43:00dude with three-point night theory the
- 43:03way I good him I had a key like kind of
- 43:05grazing him a little bit so I could like
- 43:07catch some muscle definition and I had
- 43:10the fill light kind of a little off
- 43:12angle from there because I still wanted
- 43:15to maintain the keep I wanted to soften
- 43:16how the shadows were hitting him if you
- 43:19see in the right that's a variant
- 43:22without the fill like and without the
- 43:24fill light I felt like his face was too
- 43:26much in shadow and I couldn't read what
- 43:28was going on and if you're like a
- 43:30beginner level design I would say you
- 43:33should most beginners forget to do the
- 43:35fill part and if you're starting out you
- 43:37should err on the side of more filled
- 43:39and less fill and and then let's say I
- 43:44have a rim light also kind of picking
- 43:45out the the right side of his face there
- 43:48and help separating that from the
- 43:50background so you can read his features
- 43:51better and as for implementation here
- 43:55I'm actually using three directional
- 43:57lights in unity but just with the layer
- 44:00mask set to just one layer just for that
- 44:03object so it ends up being not that
- 44:05expensive with you use the culling masks
- 44:08and unreal you can use a feature called
- 44:10light channels which kind of does the
- 44:12same thing and it's super useful for
- 44:13isolating light sources for objects but
- 44:16most beings end up doing just maybe one
- 44:20light source technically with the key
- 44:22light might be your main directional
- 44:23light but your fill might be ambient or
- 44:26sphere of harmonics probes and then your
- 44:29rim light might be Fresnel and
- 44:30reflection and stuff in your shader but
- 44:36I think there's one big problem with
- 44:38three point light theory for games
- 44:40especially in regards to level design
- 44:42and that is the fact that film and
- 44:45photography have a very tightly
- 44:47controlled camera perspective but in
- 44:50video games we often give camera control
- 44:52to the player so if you were looking at
- 44:56this hunky dude and then you walk around
- 44:58and admire the back of this hunky dude
- 45:00now the key light is in a key light
- 45:03anymore because the viewing angle has
- 45:05changed now my rim light is like a key
- 45:07light now my fill light isn't visible or
- 45:10something I don't even know what's going
- 45:11on in that image anymore
- 45:13so one big problem here is that we can't
- 45:17really know where the player is going to
- 45:19see this object which will affect how we
- 45:22compose our lighting this is why a lot
- 45:25of 3d games I think end up vomiting rim
- 45:28shaders and Fresnel effects everywhere
- 45:30because they can't predict where the
- 45:32player is going to be looking at this
- 45:33object so they just spam Fresnel and rim
- 45:36everywhere so that there oh there's
- 45:38always some rim action going on but you
- 45:41know that should be your last resort
- 45:43let's try to be more subtle than that
- 45:45and I would argue the way you can be
- 45:48more subtle is to think about how your
- 45:50level layout will facilitate the viewing
- 45:54angles for your subjects and you then
- 45:56you can light accordingly and use that
- 45:58as a framing device so your level layout
- 46:01is a lighting tool you can suggest a
- 46:04view or a frame a certain V composition
- 46:07just by having the player move through a
- 46:10hallway and that'll suggest an angle for
- 46:12them that's also why you need to do a
- 46:16little bit of block out in block meshing
- 46:18before you do some Lighting's
- 46:20so that you have an idea of where the
- 46:21players going to be going and lastly I
- 46:27want to end with this section how to
- 46:29light a level and I want to walk you
- 46:32through some steps that I would
- 46:34recommend you take with your own levels
- 46:36if you're starting out this example be
- 46:39an unreal but you can do it in any
- 46:41engine basically so first you do your
- 46:45block out or gray box or whatever you
- 46:47want to call it with just some basic
- 46:49real-time light if you're doing some
- 46:52light baking you don't want to do it at
- 46:53this stage because your levels
- 46:54constantly changing you don't want to
- 46:56waste your time spending an hour
- 46:58lighting a room and then you end up
- 47:00deleting that room or something then
- 47:01you've wasted your time so right here is
- 47:03when I'm recommend you just use some
- 47:05basic real-time light and not worry
- 47:07about the lighting so much for unreal I
- 47:09like switching it using stationary
- 47:12lights for this and I also like enabling
- 47:14a setting called for snow precomputed
- 47:17lighting which will help you not worry
- 47:19about light mapping and like that light
- 47:21map baking and stuff and that's in the
- 47:23world settings in the Unreal editor and
- 47:25in unity I like you
- 47:27seeing real-time lights and I disable
- 47:29the auto generate lighting checkbox so
- 47:32that you're not constantly sitting and
- 47:34waiting and stopping for the light Maps
- 47:36to bake although I hear the light Maps
- 47:40faster now or something I don't know
- 47:44step two now you want to set up your
- 47:47main mood your big mood in your scene
- 47:49and to do that you want to set up your
- 47:52global lights
- 47:53so remember ambient and directional
- 47:55those apply to your whole entire game
- 47:58world so now's me the time to set that
- 48:00up before you worry about smaller stuff
- 48:02and here you can see I have a bunch of
- 48:05sunlight flooding in from those middle
- 48:07windows right here and I want to set up
- 48:10the main mood of this level with like a
- 48:12big sunny Sun filled area and to do that
- 48:18I need to set up the indirect light
- 48:21bounces especially for a directional eye
- 48:23or sunlight if you want something to
- 48:25feel like sunlight you should be paying
- 48:26attention to your indirect light bounce
- 48:28settings and in unity that would be
- 48:31going to your light settings and in
- 48:32unreal that would involve going your
- 48:34world settings and adjust the light mass
- 48:36section of the world settings and also
- 48:38look at the sky lights actor and your
- 48:40unreal scene and if you're not working
- 48:44with global illumination or light map
- 48:45baking for whatever reason then the next
- 48:48best thing is to hand place like
- 48:49invisible faint point lights everywhere
- 48:52if you're like working on a game like
- 48:55like I heard there's a rumor that
- 48:57Fallout 4 did not have global
- 48:59illumination so they had to place faint
- 49:02point lights forever to like simulate
- 49:04and fake all the light sunlight bouncing
- 49:07everywhere so you can totally do that as
- 49:09well and unity I like switching those
- 49:13lights to not important so that they
- 49:15don't contribute to specular stuff and
- 49:16in unreal I like increasing the minimum
- 49:18roughness on those flights that they
- 49:20don't create hot spots in your
- 49:22reflections
- 49:26step three after you've kind of set up
- 49:29the main mood of your scene now you
- 49:30should start thinking about the gameplay
- 49:32and lighting for your critical path to
- 49:34review the critical path is kind of like
- 49:36the ideal things that your ideal player
- 49:39would kind of do in a certain order or
- 49:41whatever in your level and at this stage
- 49:44you should probably focus on navigation
- 49:47and wayfinding does the player know
- 49:49various interesting entrances and exits
- 49:52and would know where they are David
- 49:54talked about this a lot in his talk
- 49:56about how they care a lot about
- 49:57wayfinding lighting is another tool for
- 49:59you to do that and here I'm using it in
- 50:02like a really painfully obvious way
- 50:04where I'm using like bright orange
- 50:06lights on bright red doors feel free to
- 50:11be more subtle than that in your own
- 50:12work but for example for the purposes of
- 50:16this example it's like super obvious and
- 50:19when you're doing that I also urge you
- 50:21to think about kind of like the
- 50:23hierarchy of different things you're
- 50:26doing here here I would argue the left
- 50:28door is being lit to be more important
- 50:32than the door on the right the door on
- 50:33the left kind of has a wider spotlight
- 50:35and it's more intense and brighter and
- 50:37also kinda has its own room and shadows
- 50:39to the contrasts much stronger meanwhile
- 50:41that door on the right it's certainly an
- 50:43option and it certainly reads as like an
- 50:46entrance or exit to this room but it's
- 50:48also a bit more faint so now we're
- 50:50emphasizing this door on the left
- 50:52super-important this door on the right
- 50:54it's like okay you know it's an okay
- 50:56door but you you know that door know
- 50:58that yeah then once you're done doing
- 51:03main player wayfinding and also you're
- 51:05like testing throughout all this right
- 51:07you should be thinking about the in
- 51:10other interactions in your game so if
- 51:12you're setting up any NPCs or set-pieces
- 51:15or encounters you should be trying to
- 51:17light those encounters so that the
- 51:19player will actually notice what's going
- 51:20on so here these are like critical
- 51:23gameplay objects that you might want to
- 51:26light like enemies coming into the room
- 51:28or maybe the enemies are like guarding
- 51:30an objective or something so on the Left
- 51:33they're guarding this orb the orb is
- 51:35very important in this game I assure you
- 51:37and I have I set up a
- 51:40blue blue green kind of turquoise flight
- 51:43and it's kind of coming at this
- 51:45perpendicular angle to that orange arrow
- 51:47which is what I imagine is the players
- 51:49critical path in this case and when you
- 51:52have that blue light coming like a
- 51:54grazing perpendicular angle kind of that
- 51:56helps set that up as a rim light to help
- 51:59emphasize the shapes going on there
- 52:01instead of the surfaces kind of same
- 52:05thing going on in the example on the
- 52:06right you might see two small people two
- 52:09small silhouettes in the background and
- 52:11that's because I've kind of thrown a
- 52:14background light behind them so those
- 52:16silhouettes end up popping out and you
- 52:19notice them really easily so again if
- 52:21you're like lighting stuff where like
- 52:22soldiers are enemies like jump through
- 52:24windows or something you might want to
- 52:26have a light behind them to help frame
- 52:28them and help them pop out and when
- 52:34you're doing this you should be thinking
- 52:35about your texture pass texturing is
- 52:39pretty important I think that's why
- 52:42David talks about using color a lot you
- 52:43should be thinking about the basic
- 52:45values this is a page the I basically
- 52:48just took these from some unreal UDK
- 52:51documentation but here the albedo on the
- 52:54left is really dark and an albedo
- 52:56diffuse section on the right is much
- 52:58brighter and when that you have that
- 53:00dark albedo the light doesn't bounce as
- 53:02much because most game engines use the
- 53:04albedo texture to calculate calculate
- 53:06reflectance for indirect light so you
- 53:09can see that scene ends up feeling
- 53:10really really dark in a weird way but if
- 53:13you use a brighter albedo in that bottom
- 53:15right example now the scene is kind of
- 53:17evenly illuminated and it feels much
- 53:19more like sunlight and one really easy
- 53:21way to check this is if you open up your
- 53:22albedo or diffuse texture in Photoshop
- 53:24open up the levels histogram look at
- 53:27that most of your values should me be
- 53:28more in the upper mid-range and then
- 53:31usually want to leave the left and right
- 53:33the extreme values empty so that
- 53:35lighting can do its work so don't try to
- 53:38do extreme black or extreme white and oh
- 53:42my god running out of time okay I'll try
- 53:43to go fast so this is also where gliding
- 53:46is really really important I think where
- 53:50some stuff might be too dark and some
- 53:52stuff might look great
- 53:54and I think that has a very strong
- 53:56political valence to it this is an
- 53:59example from an article called black
- 54:01skin is still a radical concept in
- 54:02videogames and in this one the woman on
- 54:05the right from Skyrim I think I would
- 54:08argue is lit pretty well you can read
- 54:10all the different contours and surface
- 54:12plains of her face meanwhile the woman
- 54:14on the left is lit very poorly I think
- 54:16where I can't really read her face that
- 54:19well her chin and jaw are like totally
- 54:22lost and I'm not I'm not trying to like
- 54:26call out Skyrim or professed uh like III
- 54:30think I don't think there was like an
- 54:31evil racist at Bethesda going hahaha
- 54:34right I think this is just another an
- 54:36example of like institutional racism
- 54:39that happens in video games where maybe
- 54:41playtesters we're testing mostly with
- 54:43white characters so they never saw that
- 54:46black characters are really poorly in
- 54:48this game or need more specular
- 54:50contribution on their on the reflection
- 54:52or light probes or whatever is going on
- 54:54in Skyrim so it's important for us to
- 54:58take responsibility for art and in if in
- 55:01doubt just ask a collaborator so that
- 55:03you can kind of avoid situations like
- 55:04these and then the last step is you
- 55:10should maybe iterate on your level keep
- 55:12trying different lighting schemes and
- 55:14this is an example of a lava like sci-fi
- 55:17scene that's lit four different ways so
- 55:20keep experimenting with your lighting
- 55:21but at the same time no one to stop and
- 55:24move on with your life
- 55:25this is a trap that a lot of level
- 55:27designers fall into they keep tweaking
- 55:29lights a little bit brighter a little
- 55:30bit darker as if that'll make a huge
- 55:32difference it will not I guarantee you
- 55:34just make the lights as good as you can
- 55:37and then move on may come back to it
- 55:39later if you have more time you won't
- 55:41have more time but you know go back to
- 55:43it later just say that to yourself and
- 55:45move on and make the rest of your game
- 55:49so to review real quick lighting sets
- 55:52moon and evokes culture there's four
- 55:54different light types common to a lot of
- 55:563d game engines and tool sets
- 55:58three-point lighting argues that you
- 56:00should think about the task and function
- 56:02of each light and what it's doing for
- 56:03the image composition like globally do
- 56:06your big lights first and
- 56:08then do start doing spot checks for
- 56:10gameplay and critical paths and also no
- 56:13one to stop fiddling with your lights
- 56:15and move on and make your game and don't
- 56:18just keep fiddling with one light thanks
- 56:21for listening that was me
- 56:24apply [ __ ]
- 56:25[Applause]
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