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Level Design Workshop: Blockmesh and Lighting Tips — Transcript

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  1. 0:02[Music]
  2. 0:04hello everyone alright let's get started
  3. 0:10thanks for coming quick reminders please
  4. 0:13silence your cell phones and no video
  5. 0:15recording this hour-long talk is split
  6. 0:17into two halves by me and Robert yang so
  7. 0:20we have separate evaluation forms if you
  8. 0:22didn't get beeped on the way in if you
  9. 0:24stayed from the last talk if you can go
  10. 0:26get beeped that'd be great
  11. 0:28you'll get the evaluation form please
  12. 0:31fill him out because your feedback is
  13. 0:32important to us my name is David shaver
  14. 0:35and I'm a game designer at Naughty Dog
  15. 0:36before that I was at respawn
  16. 0:38entertainment show games in Zynga I've
  17. 0:41been in industry for almost 11 years and
  18. 0:43worked on lots of different games the
  19. 0:44most recent you can see here I started
  20. 0:48out as a game programmer and switched to
  21. 0:50a game and level design years ago this
  22. 0:52very workshop helped me realize my love
  23. 0:54of design and helped with that
  24. 0:56transition now this talk is about how to
  25. 1:00guide players naturally with your level
  26. 1:01layout and how to minimize the reliance
  27. 1:03on HUD markers and forced camera moves
  28. 1:05and all that stuff it's the talk that I
  29. 1:07wish someone would have given me an ears
  30. 1:08ago because it really would have saved a
  31. 1:10lot of time speaking of saving time this
  32. 1:12talk is jam-packed
  33. 1:14so this overviews quick part one guiding
  34. 1:16players with block mesh layouts with me
  35. 1:18and part two Robert will be talking
  36. 1:20about level lighting let's go
  37. 1:21first up let's get all on the same page
  38. 1:24what the heck is block mesh well at
  39. 1:28Naughty Dog we call levels built with
  40. 1:30simple geometry and textures block mesh
  41. 1:32unfortunately our industry hasn't
  42. 1:34arrived at a single term at this yet
  43. 1:35it's actually they also call it gray box
  44. 1:37and white box and all kinds of things
  45. 1:39mostly I prefer block mesh because it
  46. 1:41includes color and lighting which are
  47. 1:43very important when playtesting layouts
  48. 1:45since they help guide players also
  49. 1:47handing off colored block meshes to your
  50. 1:50artists make it a lot easier to
  51. 1:51communicate the kinds of textures and
  52. 1:53colors you had in mind
  53. 1:54green floor it's probably grass brown
  54. 1:57it's probably dirt now let's look at a
  55. 2:00common level design process at a game
  56. 2:02studio first you need to establish the
  57. 2:04context and constraints of your level
  58. 2:06this includes things like the
  59. 2:08environment type the time of day
  60. 2:09location in the story available
  61. 2:11character abilities and
  62. 2:12Titus all that stuff you should decide
  63. 2:15on the gameplay and narrative beats -
  64. 2:17once you have your requirements and
  65. 2:19beats dive right into building rough
  66. 2:21version of the entire level so that you
  67. 2:23can get a sense of pacing and scale be
  68. 2:26sure to stub in those gameplay and
  69. 2:27narrative beats to get something
  70. 2:29playable quickly and then watch other
  71. 2:31people play it there's no need for a
  72. 2:32formal play test or anything you just
  73. 2:34grab anybody because the feedback that
  74. 2:36you get from them is gonna change a
  75. 2:38block mesh repeat this iteration loop
  76. 2:40until you basically run out of time and
  77. 2:42once you run out of time your layouts
  78. 2:45locked and you hand it off to the rest
  79. 2:46of the team to make it look amazing but
  80. 2:48your job isn't done yet your task at
  81. 2:50this stage is to ensure that your design
  82. 2:52goals mesh with their artistic goals
  83. 2:54so keep playtesting and work with your
  84. 2:56artist to ensure that it still plays
  85. 2:57great with the real art now it's worth
  86. 3:00noting that every studio has a different
  87. 3:01process but this core iteration loop is
  88. 3:03universal so now let's get to the block
  89. 3:06mesh tips now our game director Kurt
  90. 3:09told me that tips wasn't a strong enough
  91. 3:10word for how important these are so I'm
  92. 3:12gonna rename them now to guidance
  93. 3:14principles so first up we have
  94. 3:17affordance one of the most powerful ways
  95. 3:21to guide players is by using affordances
  96. 3:22which are properties of an object that
  97. 3:24define its possible uses and make clear
  98. 3:27how it should be used a classic example
  99. 3:29is a door handle just by looking at a
  100. 3:32push bar or a pull handle you into it
  101. 3:34whether or not to push or pull the door
  102. 3:35as you approach ladders afford climbing
  103. 3:39edges also afford climbing ramps afford
  104. 3:43jumping off or smashing through a vent
  105. 3:45and Wolfenstein 2 affordances depend on
  106. 3:48your game rules because that's what
  107. 3:49they're communicating to the player so
  108. 3:52for our game designers affordance is a
  109. 3:54great way to communicate to the player
  110. 3:55what they can never interact with or
  111. 3:57where they can go players will learn
  112. 3:59what is interactive and it will attract
  113. 4:01them towards these affordances
  114. 4:03consistent color and shape establish a
  115. 4:05trust contract with players who used
  116. 4:07these to learn your game rules you
  117. 4:10should ensure that all of your
  118. 4:11affordances work consistently throughout
  119. 4:13the game or it breaks that trust
  120. 4:14contract which will cause player
  121. 4:16frustration you should also include
  122. 4:19affordances in your block mesh phase
  123. 4:21it'll help guide players where you want
  124. 4:23them to go let's see what it looks like
  125. 4:26so in this block mesh it's not clear
  126. 4:29where the player should go next sure the
  127. 4:31ladder affords climbing up the little
  128. 4:32tower but then what jump to the cliff
  129. 4:34dive in the water what if we had some
  130. 4:36affordances it becomes clear where to go
  131. 4:39the boards on the roof afford jumping to
  132. 4:41the cliff while the edge grabs on the
  133. 4:44cliffs afford climbing of course this
  134. 4:46example of is tailor-made for uncharted
  135. 4:48but the game same concepts will apply to
  136. 4:50your traversal mechanics it may seem
  137. 4:53silly to add them so early but trust me
  138. 4:55it makes a world of difference in how
  139. 4:57your play tests go and it doesn't take
  140. 4:59that much effort and one more thing
  141. 5:01ensure you these affordances are use
  142. 5:04consistent shape and color follow the
  143. 5:06game metrics and you empower your team
  144. 5:07with this information they could even be
  145. 5:10prefab objects that the whole team can
  146. 5:12use next tip denying affordance while
  147. 5:17affordances are important is showing the
  148. 5:19player what they can interact with
  149. 5:21showing them what they cannot interact
  150. 5:22with is also important this is denying
  151. 5:25affordance and it prevents player
  152. 5:26frustration and guides them now you
  153. 5:29can't just disable a ladder or place a
  154. 5:31invisible wall I mean you can but you
  155. 5:34shouldn't because it's frustrating to
  156. 5:36players so what you need to
  157. 5:38contextualize why you can't use the
  158. 5:40affordance by adding clearly visible
  159. 5:42things that say can't use this or don't
  160. 5:44go there also make sure the reason for
  161. 5:48denied affordance is clear in your block
  162. 5:49mesh at Naughty Dog we record a plate
  163. 5:53when a play tester tries to jump and
  164. 5:54grab something that they can't grab we
  165. 5:57call these bad jumps and overlay them as
  166. 5:59red spheres in the game so that we can
  167. 6:01identify problem areas often we'll find
  168. 6:03something that looks Klima bulb it isn't
  169. 6:05supposed to be so we'll cover it with
  170. 6:07foliage or something and after the next
  171. 6:09play test those bad jumps will be gone
  172. 6:11like sanding down a piece of wood this
  173. 6:13process makes the levels play smoother
  174. 6:16here's an example of using spiky shapes
  175. 6:19and breaking up the horizontal edge to
  176. 6:21deny climbing affordance even though the
  177. 6:24window is within climbing range
  178. 6:26you still can't grab it because it's
  179. 6:27visually blocked notice how this isn't
  180. 6:30contextualized to the environment with
  181. 6:32bricks and rebar this is important for
  182. 6:34games grounded in reality
  183. 6:37for games not so grounded you can get
  184. 6:39away with a lot and that's okay just
  185. 6:41find the right tone in context for your
  186. 6:43world to make it feel natural and still
  187. 6:45deny affordance now let's see some black
  188. 6:47mesh let's say that we want the player
  189. 6:49to go through the window on the right
  190. 6:51which is busted open the left window is
  191. 6:54covered with a bush and the and the
  192. 6:56front porch window and door are blocked
  193. 6:58with boards most players will glance at
  194. 7:02this house and go right for that window
  195. 7:03and a play test the intended way forward
  196. 7:05is open while the rest of the entrance
  197. 7:07affordances are denied next tip shaped
  198. 7:12language
  199. 7:13establishing a consistent shaped
  200. 7:15language communicates affordance and
  201. 7:17guides players climbing edges and
  202. 7:20uncharted are always horizontal and flat
  203. 7:22as a player you learn this visual
  204. 7:25language of Ford's plot climbing and you
  205. 7:28can spot it easily also people tend to
  206. 7:31have emotional associations with certain
  207. 7:33types of primitive shapes which is even
  208. 7:36common across cultures we can use this
  209. 7:39to our advantage
  210. 7:40to guide players toward or away from
  211. 7:42certain shapes round shapes tend to be
  212. 7:45viewed as non-threatening there's
  213. 7:46nothing to stab you with rectangular
  214. 7:49shapes are viewed as stable and
  215. 7:50trustworthy like a shelter and diagonal
  216. 7:54shapes are viewed as aggressive and
  217. 7:55dangerous like a spear now let's take a
  218. 7:59look at a screenshot from uncharted The
  219. 8:00Lost Legacy and highlight the shapes as
  220. 8:04you can see the spiky shapes feel a
  221. 8:06little bit uncomfortable possibly
  222. 8:07causing you to want to avoid those areas
  223. 8:09the round areas aren't a threat and they
  224. 8:12actually provides stealth and the square
  225. 8:14shapes our combat cover or buildings
  226. 8:16nice and stable
  227. 8:17all of this subtly guides the player to
  228. 8:19the buildings now let's see what it
  229. 8:21looks like in black mesh let's say we
  230. 8:24want the players to go to the right and
  231. 8:25they're being chased
  232. 8:26so exploration will wreak pacing the
  233. 8:30path sort of leads there but some
  234. 8:31players may veer to the left so how can
  235. 8:33we gently nudge them to the right first
  236. 8:36let's add some spiky trees and some
  237. 8:38other pine trees that angle toward the
  238. 8:39goal then we'll add some round bushes
  239. 8:43finally we'll add a small building and
  240. 8:45I'm not gonna lie at this point I kind
  241. 8:47of feel like this
  242. 8:49but with a lot less hair um alright
  243. 8:53let's highlight their shapes we just
  244. 8:54added the spiky shapes say danger and
  245. 8:57they discourage going there this the
  246. 8:59square building implies hey stability is
  247. 9:01this way the round stepping stones on
  248. 9:03the ground act as breadcrumbs to that
  249. 9:05stability and the round bushes kind of
  250. 9:07act as bumpers into frame the place base
  251. 9:09of course none of this prevents the
  252. 9:12player from going wherever they want it
  253. 9:14just gently guides them where they
  254. 9:15should go next tip color language when
  255. 9:20you're trying to establish a consistent
  256. 9:21visual language in your affordances
  257. 9:23shape is only half of it you also need a
  258. 9:26consistent color as well adding color
  259. 9:29provides valuable context for an
  260. 9:32otherwise barren block mesh it also adds
  261. 9:34depth if you're making a 3d game
  262. 9:37coloring also speeds up collaboration
  263. 9:39with your team because at a glance they
  264. 9:41can get it without explanation is the
  265. 9:44ground supposed to be dirt lava water
  266. 9:46now Naughty Dog is notorious for using
  267. 9:49contrasting colors to draw the eye to
  268. 9:51where you should go
  269. 9:52here we have a break a low sign and rail
  270. 9:54and it subtly lists the player know
  271. 9:56where to put the plank most people won't
  272. 9:59question why only one rail is yellow
  273. 10:01they'll just remember that they
  274. 10:02intuitively knew where to go here we
  275. 10:06have white climb above edges and here
  276. 10:08are some more edges but wait these are
  277. 10:10green I thought you said to be
  278. 10:12consistent well it's not a single color
  279. 10:14that's important it's using consistent
  280. 10:16color and shapes in the context of the
  281. 10:19environment try to blend them into the
  282. 10:21environment so it looks natural but
  283. 10:23still stands out let's see how color can
  284. 10:26aid your block mesh here we have a gray
  285. 10:29box it's not really clear where the
  286. 10:31player should go or where they even can
  287. 10:33go affordances are gray and they're hard
  288. 10:35to see also what kind of environment is
  289. 10:38this a desert an icy planet
  290. 10:41first let's add color to the affordances
  291. 10:43so that you can see them in the path
  292. 10:45forward sort of but we're still missing
  293. 10:47the context what is this place
  294. 10:49you know everything blends together boom
  295. 10:52we add color to the top of the blocks
  296. 10:55and suddenly you're in a grassy
  297. 10:56mountainous area with water down below
  298. 10:58as you can see adding color to your
  299. 11:00block mesh helps contextualize the
  300. 11:02to the players and a teammates and to
  301. 11:05further ground this on earth let's add
  302. 11:07some props okay
  303. 11:09now color is important but it shouldn't
  304. 11:12be the only thing that you rely on
  305. 11:13because some players are colorblind you
  306. 11:15should combine color with other
  307. 11:16techniques like unique shapes using
  308. 11:18content and using contrasting color
  309. 11:20values rather than hues bonus points if
  310. 11:23you can get colorblind play testers or
  311. 11:24teammates to help identify problems and
  312. 11:26make your game more accessible next tip
  313. 11:29landmarks there she is
  314. 11:35that's our building there's the tower
  315. 11:38alright there's the bridge that's our
  316. 11:41way out of here ever wonder why game
  317. 11:44characters spend so much time pointing
  318. 11:45at things in the distance
  319. 11:47well that's because their landmarks and
  320. 11:49they're great way to orient players in
  321. 11:50your world a landmark is basically just
  322. 11:53a big object that can be seen from far
  323. 11:55away and from different vantage points
  324. 11:56if used correctly players will see this
  325. 11:58object over and over as they get closer
  326. 12:00to it to let them know they're headed in
  327. 12:01the right direction
  328. 12:03landmarks also act as a goal for the
  329. 12:05player to work toward they're also
  330. 12:07called wienies if you want to know more
  331. 12:09about that just google Disney and
  332. 12:11weenies don't worry it's safe for work
  333. 12:13probably depends if your safe search is
  334. 12:17off alright check this out Zelda the
  335. 12:19breath of the wild really goes nuts with
  336. 12:21the landmarks and just this one shot
  337. 12:23there are several visible all in a row
  338. 12:24and they're not overlapping one another
  339. 12:26they also have unique silhouettes so you
  340. 12:28don't confuse them which is also a great
  341. 12:30tip try to have unique silhouettes for
  342. 12:32things in your game so the players can
  343. 12:34distinguish them at a glance all right
  344. 12:37block mesh time let's add a landmark to
  345. 12:39this block mesh man it's pretty basic
  346. 12:43but you can have a huge it can have a
  347. 12:45huge impact on drawing the player toward
  348. 12:47a certain direction if I'm working with
  349. 12:49a landmark I like to edit first and then
  350. 12:51build the level backwards from there
  351. 12:52that way I can always see it in the
  352. 12:54distance and shape the level accordingly
  353. 12:56next tip openings attract caves doors
  354. 13:00etc they all seem to attract people
  355. 13:02toward them these openings often lead to
  356. 13:05a refuge space which psychologically
  357. 13:07feels safe openings also have an air of
  358. 13:10mystery about them and people want to
  359. 13:12see what's inside this attraction
  360. 13:14happens in the real world with hobbies
  361. 13:15like spelunking
  362. 13:16and urban exploration here in titanfall
  363. 13:20to a ramp affords jumping to a nicely
  364. 13:22lit opening that begs to be explored
  365. 13:25this underwater opening lets you know
  366. 13:27that there's something beyond it if you
  367. 13:28swim for it it even works in block
  368. 13:31worlds as soon as I saw this I went
  369. 13:33right for it
  370. 13:35doors and archways also draw you inside
  371. 13:37even though an archway may not have a
  372. 13:38roof above it when adding openings to
  373. 13:43block mesh it's important to have a
  374. 13:44different different colors for interior
  375. 13:46and exterior walls here we have a cool
  376. 13:48white exterior and a warm yellow
  377. 13:50interior this helps players read depth
  378. 13:52in your block mesh if they're the same
  379. 13:54color it's hard to tell that it's even
  380. 13:56an opening also communicate this design
  381. 13:59intent to your artist to ensure that
  382. 14:01they know that this is an entrance and
  383. 14:02that it needs to stand out next tip
  384. 14:05gates and valves terrible jokes all
  385. 14:10right no not those gates and valves the
  386. 14:12kind of wake of way more money we want
  387. 14:14the level design kind gates stop
  388. 14:16progress until some sort of conditions
  389. 14:18are met you've killed all the enemies
  390. 14:19you've moved the debris out of the way
  391. 14:21etc valves are the opposite
  392. 14:24they let players move forward and then
  393. 14:25they slam the door shut behind them so
  394. 14:27they can't get back track in this
  395. 14:29scenario we want the player to enter the
  396. 14:31combat space and be trapped until
  397. 14:33combats over we have a valve into the
  398. 14:35space and then a gate at the other end
  399. 14:37blocking them so they can't leave once
  400. 14:40they enter the gates and valves reduce
  401. 14:41the possibility space of the world to
  402. 14:43just the combat zone also there's less
  403. 14:46mentally to keep track of so players can
  404. 14:48focus on a task at hand it may look like
  405. 14:51this is only useful in linear games but
  406. 14:54open-world games can use it too with
  407. 14:55scenarios like arena battles the Halo
  408. 14:57series did a great job of having big
  409. 14:59open levels that gated in valve players
  410. 15:01when needed
  411. 15:03now gates are pretty straightforward
  412. 15:04there's something in your way and you
  413. 15:06need to clear it so I'll focus on
  414. 15:08Valve's which can be a little more
  415. 15:09nuanced in this Valve example you drop
  416. 15:12down and you can't get back up
  417. 15:28a fairly famous valve is in Super
  418. 15:31Metroid we're an entire chunk of level
  419. 15:34acts like a valve at some point the
  420. 15:36player falls down this really long shaft
  421. 15:37and there's no way back up they're stuck
  422. 15:40and the vast possibility space of the
  423. 15:42game is reduced to a tiny portion as
  424. 15:44seen on the map in this space they find
  425. 15:46two critical items the high jump boots
  426. 15:48and ice beam and they can they learn to
  427. 15:50freeze enemies and then jump off of them
  428. 15:52so that they can use it to escape the
  429. 15:54shaft the shaft that was once a valve
  430. 15:56has now become a gate that needs to be
  431. 15:58overcome given the entire world to
  432. 16:01explore they may have never discovered
  433. 16:02this ability next tip leading lines
  434. 16:06leading lines are a composition
  435. 16:08technique where lines in the environment
  436. 16:10draw the eye to a specific place in the
  437. 16:12scene in this photo the logs dry the eye
  438. 16:15up and into the frame to finally rest on
  439. 16:17the house in games these are often
  440. 16:19things like roads and pipes and cables
  441. 16:21and all sorts of stuff here in titanfall
  442. 16:242 we wanted the player to focus on this
  443. 16:25door and not miss the reveal of a new
  444. 16:27enemy pipes and floor grates form
  445. 16:29leading lines to the door and when you
  446. 16:32get close a stalker rips the door open
  447. 16:34for a grand reveal here in the black
  448. 16:37mesh is a hallway with a t-junction at
  449. 16:39the end let's say you wanted the player
  450. 16:41to go to the right again right now it's
  451. 16:44a coin toss they may turn left see it
  452. 16:46seal off door and turn around or they
  453. 16:48may smoothly go to the right and enter
  454. 16:50the next area by adding some leading
  455. 16:53lines though we can draw their attention
  456. 16:54to the right and increase the chances
  457. 16:56they'll go there pipes on the walls and
  458. 16:58rug guide the player down the hallway
  459. 17:01but the pipes on the left stop while the
  460. 17:04pipes on the right go over long around
  461. 17:05the corner drawing the eye
  462. 17:07the caution cones break up the red line
  463. 17:09of the rug going left and to go over the
  464. 17:12top
  465. 17:13we had a yell a big bright yellow cable
  466. 17:15that hugs the right side and goes along
  467. 17:17around the corner just some simple
  468. 17:19shapes but it can have a huge impact on
  469. 17:21smooth navigation in your play tests
  470. 17:23next tip pinching pinching basically
  471. 17:27means your layout funnels the player to
  472. 17:28a specific spot you accomplish this by
  473. 17:31blocking off areas and angling shapes to
  474. 17:33naturally flow to that spot it's a it's
  475. 17:36good for redirecting players to a
  476. 17:37specific area and it's also a great way
  477. 17:39to set up a cool reveal like
  478. 17:42view of a landmark without forcing the
  479. 17:43camera to look at it if you pinch them
  480. 17:45to a specific spot the camera will be
  481. 17:47naturally pointed at the thing you want
  482. 17:49them to see wrong side okay yeah of
  483. 17:54course all of this is completely depends
  484. 17:56on your mobility mechanics it's much
  485. 17:58easier to do this in a game where
  486. 17:59players are stuck on the ground than in
  487. 18:01something like titanfall where they're
  488. 18:02flying all over the place let's look at
  489. 18:04an example here the buses and cars are
  490. 18:07angled to a specific spot which you can
  491. 18:10see highlighted here walking down the
  492. 18:12street the shapes naturally bring you to
  493. 18:14the end and they pin of the pinch which
  494. 18:17faces the way forward let's see it in
  495. 18:20action in this video the pinch lines up
  496. 18:22a perfect shot of the hospital in the
  497. 18:24distance which is your goal and the
  498. 18:26tunnel that takes you there
  499. 18:40next tip framing a composition
  500. 18:43another technique borrowed by from
  501. 18:45photography by framing your subject be
  502. 18:48it a landmark a big enemy or cave
  503. 18:49opening you draw attention to it if
  504. 18:51you'd like to learn more just Google
  505. 18:53some photography composition techniques
  506. 18:55you'll find lots of stuff
  507. 18:57this one's really useful when combined
  508. 18:59with pinching to set up an important
  509. 19:01reveal in the level after you pinch the
  510. 19:03player to a specific spot perfect
  511. 19:05perfectly frame the object for maximum
  512. 19:07effect let's see it in action
  513. 19:16as you saw the players naturally pointed
  514. 19:20at the dam and due to good framing it
  515. 19:22was the dominant thing on screen also a
  516. 19:24side tip people's eyes are drawn to
  517. 19:26detail and the dam is very detailed all
  518. 19:29of this with just some layout and no
  519. 19:31force camera moves alright next tip
  520. 19:34breadcrumbs all yes breadcrumbs lead the
  521. 19:39player a little piece at a time to the
  522. 19:41goal they can be almost anything chunks
  523. 19:43of stuff on the ground pick up items
  524. 19:45enemies lit areas etc it's usually
  525. 19:49better to add breadcrumbs to your block
  526. 19:51mesh after the early play tests because
  527. 19:53they can hide fundamental layout
  528. 19:54guidance problems but if you still need
  529. 19:57them after a few revisions don't feel
  530. 19:58bad about adding them in this example
  531. 20:01the bits on the fence and roof create a
  532. 20:03visual stepping stones to the ledge in
  533. 20:06destiny to these panels guide the player
  534. 20:09into the tunnel now if your game has
  535. 20:12pickups there a classic way to
  536. 20:14breadcrumb players around the level like
  537. 20:16how many times have you played a mario
  538. 20:17game and the coins led you to a new area
  539. 20:20pickups are also great for letting
  540. 20:22players know they're on the right path
  541. 20:23in a cluttered or maze-like environment
  542. 20:25this one's placed next to an area that
  543. 20:27you can duck under which some players
  544. 20:29forget they can even do so it's subtly
  545. 20:31hints yep you're going the right way
  546. 20:33so to go back to this house let's say
  547. 20:36only half the players during our last
  548. 20:37play test went into the house and the
  549. 20:39other half got lost let's add some rocks
  550. 20:42and boards as breadcrumbs leading to the
  551. 20:44window
  552. 20:45notice how the boards are angled toward
  553. 20:46the window creating leading lines you
  554. 20:49can also sprinkle these breadcrumbs at
  555. 20:51open-world areas to lead players to
  556. 20:53interesting things like the panels in
  557. 20:54the Destiny example next tip textures
  558. 20:58you can use textures to subtly or
  559. 21:00sometimes obviously point the way to a
  560. 21:02goal
  561. 21:03these can be just about anything arrows
  562. 21:05scrapes on the wall signs etc here and
  563. 21:09Uncharted The Lost Legacy script
  564. 21:11textures on the wall communicate
  565. 21:12affordance that you can shimmy here this
  566. 21:14example leads to a secret area and a
  567. 21:16collectible so it's a good example that
  568. 21:18you don't need to do this for just the
  569. 21:20main path here in uncharted 4 these tire
  570. 21:25tracks on the rock communicate
  571. 21:26affordance that you can drive here now
  572. 21:28when I played this game I didn't
  573. 21:30the tire tracks and I got lost I didn't
  574. 21:32work on this game what I worked on the
  575. 21:35next one
  576. 21:37once I noticed the tire tracks though
  577. 21:39the rest of it driving went totally
  578. 21:40smoothly signs literally point the way
  579. 21:43to the hospital which is also your goal
  580. 21:45these textures are often some of the
  581. 21:47last things added when making a level so
  582. 21:50it doesn't seems like it's not really
  583. 21:51going to help your block mesh phase but
  584. 21:53guess what you don't need to wait for an
  585. 21:54artist to Adam you can cheat and you can
  586. 21:57build them out of blocks mesh for your
  587. 21:59play tests here I've added an arrow and
  588. 22:02a sign to point the way and these
  589. 22:04scratch marks lead into the alley
  590. 22:06indicating something heavy was dragged
  591. 22:08back there and the best part these are
  592. 22:11all just block mesh labeling rooms and
  593. 22:14areas could be super helpful for both
  594. 22:16linear and open games if you're building
  595. 22:18a school for example having labels like
  596. 22:21gym and cafeteria provide valuable
  597. 22:23context and signposts as your players
  598. 22:25explore I totally hit next all right
  599. 22:30here I've pulled away from pulled this
  600. 22:33away from the wall a bit so you can see
  601. 22:34that it's just a bunch of blocks this
  602. 22:35stuff only takes a couple minutes to do
  603. 22:37and it works wonders for your play tests
  604. 22:39and also to communicate with your artist
  605. 22:41where you think signage might go and I'm
  606. 22:43not going to lie this one is so easy and
  607. 22:44simple it obvious it kind of blew my
  608. 22:47mind when I learned it all right next
  609. 22:49hip movement movement grabs the eye and
  610. 22:53the players attention this could be
  611. 22:55anything that fits your game big
  612. 22:56scripted moments bird sparks buddies
  613. 22:59enemies and even just something flapping
  614. 23:02in the breeze also make good use of the
  615. 23:05direction of the movement the players I
  616. 23:07will follow the movement and it can draw
  617. 23:09an invisible line right to where you
  618. 23:10want them to go in this example I'm
  619. 23:13about to show the birds draw your
  620. 23:15attention to the left where there's this
  621. 23:17open trailer door and the trailer door
  622. 23:19is also banging in the wind both of
  623. 23:21these things kind of subtly let you know
  624. 23:22like hey maybe you should check out
  625. 23:24what's inside
  626. 23:37and the dead body totally helps to of
  627. 23:42course adding movement in the block mesh
  628. 23:43phase is highly dependent on your game
  629. 23:45and engine if you can know try to
  630. 23:47include them in your play tests maybe
  631. 23:49not in the first ones but definitely
  632. 23:50before you lock it down and you don't
  633. 23:52have to get fancy you can have basic
  634. 23:54cubes just looping through the sky as a
  635. 23:56placeholder for birds now adding
  636. 23:58movement is also super useful as a
  637. 24:00bandage late in development when the
  638. 24:02level is basically done but players are
  639. 24:04still getting lost since the level
  640. 24:06itself is done you can script in some
  641. 24:08movement to help but don't rely on it
  642. 24:10though like try to solve the player
  643. 24:12guidance problems in the black mesh
  644. 24:13phase last tip light and God raise a ka
  645. 24:17light rays or Sun beams light and God
  646. 24:20rays are useful for guiding players to a
  647. 24:22goal people are naturally drawn to light
  648. 24:24sources and godrays point a line right
  649. 24:26at the goal this is important even in
  650. 24:29the blocked mesh phase the Naughty Dog
  651. 24:31lighting artists begin very early in
  652. 24:33this example the two lit areas are
  653. 24:37breadcrumbed goals first the one with
  654. 24:39the bad guy in the middle and then the
  655. 24:41one at the top right here we have some
  656. 24:43God rays coming out of a window they
  657. 24:45take up more screen space so you're more
  658. 24:47likely to notice them and they draw the
  659. 24:48leading line straight to the window
  660. 24:50which is also the exit also notice that
  661. 24:52swordfish it is totally drawing an arrow
  662. 24:54right at the window so that's not
  663. 24:56lighting but you know textures better so
  664. 24:58since my talk is about player guidance
  665. 24:59these light tips focus on that robert's
  666. 25:02upcoming talk is about lighting a level
  667. 25:04so let's start wrapping it up but first
  668. 25:06a bonus tip ah the squint test so simple
  669. 25:10and majestic but what is it well it's
  670. 25:14basically an easy way to see what stands
  671. 25:16out in your level step one squint your
  672. 25:18eyes and look at your game step two
  673. 25:20things will be blurry but what stands
  674. 25:23out from that blur a litter of right
  675. 25:25yellow truck the things that are
  676. 25:27standing out are the things that players
  677. 25:28are going to notice first so step three
  678. 25:30adjust your block mesh in your lighting
  679. 25:32so that the things that are popping out
  680. 25:34are the things that you want them to see
  681. 25:36and here's a fun quote Mattias gave me
  682. 25:39my professor you
  683. 25:41to say that squinting can replace four
  684. 25:43years of art school thanks for the okay
  685. 25:45let's see it in action before we wrap up
  686. 25:47here's a shot from titanfall to squint
  687. 25:50your eyes and take note of what stands
  688. 25:51out go ahead I'll give you a [ __ ] minute
  689. 25:54I'm squinting very good I'm just going
  690. 25:57to you got it okay good you probably
  691. 26:00noticed the yellow walls and the
  692. 26:01waterfall and the orange cave opening
  693. 26:03the yellow walls are wall running paths
  694. 26:06that draw leading lines straight to the
  695. 26:07cave and the waterfall uses movement and
  696. 26:10sound to grab your attention and it also
  697. 26:12helps frame the cave openings attract
  698. 26:14and the cave is lit a totally different
  699. 26:16color from everything else in the scene
  700. 26:18okay it's time to wrap it up but wait
  701. 26:21there's more I want to tell you about
  702. 26:24hashtag block tober last October Michael
  703. 26:26Barkley at Naughty Dog tweeted this but
  704. 26:28in his awesome Scottish accent that I am
  705. 26:30NOT going to attempt what's up level
  706. 26:32designers level block outs are art
  707. 26:35hashtag block Tober should be a thing
  708. 26:37the response was overwhelming everyone
  709. 26:40from triple-a devs hobbyists
  710. 26:42participated now I bring this up because
  711. 26:44it's important to demystify game
  712. 26:46development and encourage people to make
  713. 26:47things so many people didn't realize
  714. 26:50that the self-deprecating crap that they
  715. 26:51were making looked exactly like their
  716. 26:53favorite games early in development and
  717. 26:55they were super inspired to keep going
  718. 26:57October's happening again this year and
  719. 26:59my created this Twitter account to
  720. 27:01collect everything people make so follow
  721. 27:03it and get started now on your block
  722. 27:04meshes for blocked over if you like this
  723. 27:08talk check out these other links and
  724. 27:10books if you make multiplayer maps be
  725. 27:12sure to check out Elizabeth talk from
  726. 27:14last year there's no need to write these
  727. 27:15down I'll put all this up on my website
  728. 27:17after GDC it has some bonus tips at the
  729. 27:19end hopefully you found this talk useful
  730. 27:22and I'll see your block meshes in block
  731. 27:23Tober thank you
  732. 27:25[Applause]
  733. 27:32okay hi this is the second half of the
  734. 27:34talk of invisible intuition
  735. 27:37I'm Robert yang I'm a professor at the
  736. 27:41NYU Game Center if you want to know more
  737. 27:43what we're about come visit us on the
  738. 27:45expo floor starting Wednesday and David
  739. 27:48just talked a lot about black mesh and
  740. 27:50gray boxing I'm not great boxing sorry
  741. 27:52black mat just block meshing and
  742. 27:54geometry and in this talk I want to
  743. 27:57focus kind of more on the lighting side
  744. 27:59of things because David just said now
  745. 28:01you dog they actually start lighting
  746. 28:03really early so this is also kind of a
  747. 28:06dimensional level design that I think a
  748. 28:08lot of people are scared of and want to
  749. 28:10avoid doing and you shouldn't be scared
  750. 28:11about it so a little bit about me I'm
  751. 28:17mostly known from my gay culture
  752. 28:19videogames kind of get around a pause
  753. 28:22for gay sex
  754. 28:27okay don't stop stop it's not about that
  755. 28:30perverts this talk is kind of more about
  756. 28:36maybe how I like my gay videogames maybe
  757. 28:39a little bit and it's it's okay if
  758. 28:42you're not cool enough to put gay sex in
  759. 28:44your game but you know even if you're a
  760. 28:46straight person you can put lighting in
  761. 28:49your game baby so in this talk we're
  762. 28:54gonna it's kind of aimed more for
  763. 28:56beginners and kind of intermediate level
  764. 28:59designers although even if you're like
  765. 29:00an experienced level designer maybe you
  766. 29:02don't think about lighting as much as
  767. 29:03you could so maybe it'll still be
  768. 29:05helpful for you we'll start with a kind
  769. 29:08of more general discussion of lighting
  770. 29:10and then kind of get more and more
  771. 29:12specific as the talk progresses until we
  772. 29:15end with how to light a level with like
  773. 29:17a more specific suggested workflow that
  774. 29:20you can do in unity or unreal or
  775. 29:21whatever you use so first let's start
  776. 29:25with a brief history of light a very
  777. 29:31brief and simple history of light might
  778. 29:33start with the Sun right the Sun is
  779. 29:35really great let's give it up no for the
  780. 29:37Sun although it's going to rain a lot
  781. 29:40I'm told
  782. 29:41so you won't see much Sun in the next
  783. 29:43few days there's also you know fire
  784. 29:45controlled burning and gas lamps
  785. 29:48incandescent light bulbs with filament
  786. 29:50and run current through the filament
  787. 29:51there's also a stronger focus these days
  788. 29:54on energy efficient light sources like
  789. 29:56fluorescent lighting or LED lighting is
  790. 29:58also coming more common and it's I think
  791. 30:01it's very tempting to think of this as a
  792. 30:04story about technology and progress and
  793. 30:08like older light sources becoming
  794. 30:10obsolete or something but that's not
  795. 30:14exactly true and I don't think that's
  796. 30:15exactly accurate like the the light bulb
  797. 30:17do not make the Sun obsolete right like
  798. 30:21you still like going outside and playing
  799. 30:22in the Sun or whatever you do in the Sun
  800. 30:24I wouldn't know I'm a game developer but
  801. 30:28the LED did not make the fire obsolete
  802. 30:32right you'll go to a restaurant and
  803. 30:35maybe tonight and have a nice candlelit
  804. 30:38dinner or something and the flickering
  805. 30:41candle it's really nice when that's
  806. 30:43actual fire not a one of those weird LED
  807. 30:46flickering things right so as a society
  808. 30:52I think we still use fire as a light
  809. 30:54source
  810. 30:55not necessarily as like a task light
  811. 30:57source where you like write letters by
  812. 30:59candlelight or something but you know
  813. 31:01it's still in our birthday candles or
  814. 31:03campfires fire hasn't disappeared but
  815. 31:06our culture around fire has changed fire
  816. 31:10used to be common and now it's kind of
  817. 31:11more like a special occasion kind of
  818. 31:13thing but it's still here in
  819. 31:15civilization so each of these light
  820. 31:18sources means something different and
  821. 31:20makes a space feel different and I urge
  822. 31:23you to pay attention to the different
  823. 31:25moods and atmospheres these different
  824. 31:26light sources of VOC and today
  825. 31:31contemporary lighting design has been
  826. 31:33kind of heavily standardized and
  827. 31:36industrialized if you're a lighting
  828. 31:39designer and you're shopping for light
  829. 31:41fixtures or womyn airs as they're called
  830. 31:43in Europe it's very common to on the
  831. 31:46left right there that's like a picture
  832. 31:48of like a lighting catalog and the
  833. 31:51lighting catalog gives you all these
  834. 31:52different stats so you can kind of
  835. 31:53predict
  836. 31:54what the light will do and there's also
  837. 31:56usually often like a chart in that lower
  838. 31:59left I've blown up the chart on the
  839. 32:01right there and that's a light
  840. 32:04distribution curve chart and that kind
  841. 32:05of shows you how much light that light
  842. 32:07source or light fixture is gonna throw
  843. 32:09at every given angle so notice this
  844. 32:12light bulb with that light distribution
  845. 32:14chart on the right it's kind of shaped
  846. 32:17like a heart a little bit and has like a
  847. 32:19crease at the top well that makes sense
  848. 32:21right because the light socket is on top
  849. 32:24it's not going to throw a light through
  850. 32:26the light socket that doesn't make sense
  851. 32:27so it's mainly throwing light downwards
  852. 32:29into the right so now you know how to
  853. 32:31read a light distribution chart it's
  854. 32:33pretty easy so this is how real-life
  855. 32:38lighting design quantifies and
  856. 32:40standardizes the physics of light but in
  857. 32:43videogames light is often much messier
  858. 32:46than this so now I want to talk a little
  859. 32:49bit about what is game lighting and what
  860. 32:52do we mean by that light is a complex
  861. 32:57phenomenon that's hopefully elegant with
  862. 33:00like a unified theorem and all that and
  863. 33:04all these phenomena like reflections
  864. 33:07occlusion translucent shadows all those
  865. 33:11happen in real life like for free so to
  866. 33:14speak but in video games lighting is
  867. 33:18like a bunch of crap in a box
  868. 33:20we don't it's just a bunch of random
  869. 33:22systems that we like hack and tune
  870. 33:24together and we throw that crap in the
  871. 33:26videogame and then pray it will look
  872. 33:27okay in the end so it's not a beautiful
  873. 33:31elegant system it's just a bunch of
  874. 33:33random stuff and to give you an idea of
  875. 33:36all that random stuff right in any given
  876. 33:39game engine there's different cascading
  877. 33:41shadow Maps there's refraction shaders
  878. 33:43there's caustics there's fog there's
  879. 33:45glow sprites each your screen space
  880. 33:47ambient occlusion bloom all these
  881. 33:49different things are all kind of
  882. 33:52representing one system but in a video
  883. 33:55game it's like 20 different systems
  884. 33:57right and we kind of just turn them on
  885. 33:59and turn them off on like a case-by-case
  886. 34:01basis right so when you play a video you
  887. 34:03may be when you go in this room that's
  888. 34:05when they turn on
  889. 34:07some screen space reflection and then
  890. 34:09when you go in this other room that they
  891. 34:11turn off screen space reflection to like
  892. 34:12save on framerate and optimizing stuff
  893. 34:14and again from a business perspective
  894. 34:18that means zero cents right the idea
  895. 34:20that you can turn off shadows in like
  896. 34:23real life makes no sense because that
  897. 34:26would just like you should go see a
  898. 34:28doctor if that happens right that's not
  899. 34:30good
  900. 34:31so again video games we rely on a lot of
  901. 34:34this like piecemeal approach of all this
  902. 34:36random stuff together so in this talk
  903. 34:40I'm not going to be talking about a lot
  904. 34:42of those effects I'm gonna be focusing
  905. 34:43on what I view as the fundamentals of
  906. 34:45lighting in level design which are
  907. 34:48basically these four basic light types
  908. 34:50directional light spotlight ambient
  909. 34:52light and point light so let's say
  910. 34:57you're mocking up a level in unity or
  911. 35:00something and you don't have any lights
  912. 35:02going on it's just a dark level no
  913. 35:05lights there yet and I just have a bunch
  914. 35:07of blocks there so first you might add
  915. 35:11some ambient light ambient light is a
  916. 35:14gardening like default amount of light
  917. 35:16you might add to a scene its refers to
  918. 35:19the whole scene its global and you do
  919. 35:22that to make sure those shadows in your
  920. 35:24levels aren't pitch-black because in
  921. 35:27real life very few things are just
  922. 35:29pitch-black like that unless you're in
  923. 35:31like a really dark cave or something
  924. 35:32there's always like a little bit of
  925. 35:34light bouncing around everywhere so
  926. 35:36ambient light is kind of meant to
  927. 35:38simulate that a little bit but notice
  928. 35:41when we add ambient light that doesn't
  929. 35:42really help us read the shapes there are
  930. 35:44anything it's still very flat right you
  931. 35:48still can't really see the shapes that
  932. 35:50well but you can just distinguish the
  933. 35:52silhouette so that's when you might add
  934. 35:55another light source so here's a
  935. 35:57directional light directional light is a
  936. 36:00global light source it illuminates the
  937. 36:02entire scene at once from one given
  938. 36:04direction and it usually doesn't matter
  939. 36:07where you position a directional light
  940. 36:09depending on what tool you're using and
  941. 36:10now with the directional light you can
  942. 36:12read the shapes much more clearly right
  943. 36:15because you add that directionality
  944. 36:16component to it now and notice how
  945. 36:18everything pops out
  946. 36:20in games we usually use directional
  947. 36:22light usually for like sunlight or maybe
  948. 36:24moonlight or something then we also have
  949. 36:28a spotlight the scene is set at night
  950. 36:30maybe you want to add some street lights
  951. 36:32for a street light you might want to use
  952. 36:34a spotlight a spotlight throws of light
  953. 36:36in a cone shape in a given direction and
  954. 36:38from a given position so here I'm using
  955. 36:41a spotlight as a down light to emphasize
  956. 36:44this walkable floor area instead of
  957. 36:46emphasizing something else and lastly I
  958. 36:51want to talk about the point light the
  959. 36:53point light throws light in every
  960. 36:54direction some toolsets might call this
  961. 36:57an omnidirectional light or you can call
  962. 36:59an omni light for short which makes it
  963. 37:01sound really cool any light but you
  964. 37:04imagine a point light as this like
  965. 37:06invisible ball of light that's just
  966. 37:08washing everything nearby with light so
  967. 37:12a point light I think is usually really
  968. 37:13good at drawing attention to a focal
  969. 37:16point because it ends up creating kind
  970. 37:17of this hotspot effect a little bit in
  971. 37:21contrast with a spotlight right it's not
  972. 37:24always clear where the spotlight is
  973. 37:26shining from especially if it's a
  974. 37:27spotlight like a floodlight shooting
  975. 37:30light across and in practice you should
  976. 37:34try to use all four lighting types at
  977. 37:35once because they all can work together
  978. 37:38really well
  979. 37:39ambient helps bring up the shadows
  980. 37:40directional light helps make those
  981. 37:42background buildings pop and helps guide
  982. 37:44the main mood of the scene then you also
  983. 37:47have a spotlight highlighting an area
  984. 37:48then you also have a point light
  985. 37:50highlighting the street light and again
  986. 37:52all this stuff works together helps
  987. 37:54create depth
  988. 37:55it helps push like a background in a
  989. 37:58foreground for your scene and that's
  990. 38:01good and with these light sources I
  991. 38:06would argue that they form like a
  992. 38:08complete domain of lighting tools so
  993. 38:12stretching the gamut from like a global
  994. 38:15light source that affects everything to
  995. 38:17a local light source that only affects
  996. 38:18nearby things or a light source that
  997. 38:20shines in one direction or all
  998. 38:22directions I feel like it's like a
  999. 38:24complete domain kind of so the con again
  1000. 38:28that's why every 3d engine or toolset
  1001. 38:30usually has these light sources
  1002. 38:35so now we should talk a little bit about
  1003. 38:38why we should use these light sources
  1004. 38:40and I'm gonna talk about a lighting
  1005. 38:44theory called three-point lighting which
  1006. 38:47is a very common lighting form of
  1007. 38:50lighting design theory that's a very
  1008. 38:52common in film and photography so if you
  1009. 38:54have a background in that so seem very
  1010. 38:56familiar to you basic idea of
  1011. 38:59three-point lighting is that you have
  1012. 39:01three different light types and here's a
  1013. 39:04diagram that hopefully explains some of
  1014. 39:07it in that top left we have a combined
  1015. 39:09like composite of three different light
  1016. 39:12types but we can also break down what
  1017. 39:14each light is doing into like a separate
  1018. 39:16Channel so that's what those other three
  1019. 39:18smaller pictures are doing and in the
  1020. 39:21top right you have a key light the key
  1021. 39:23light is kind of like your brightest
  1022. 39:24light source and it kind of sets the
  1023. 39:27dominant lighting angle and mood for
  1024. 39:29your scene or picture image then in the
  1025. 39:32bottom left we have a fill light a fill
  1026. 39:35light helps brought brighten up the
  1027. 39:37shadows kind of like the ambient light
  1028. 39:38we were talking about before it helps
  1029. 39:40fill in the darker parts usually you
  1030. 39:43want this at a lower intensity than your
  1031. 39:45key light then in lower right we have
  1032. 39:49the rim light and it's also sometimes
  1033. 39:52called a backlight or a hair light
  1034. 39:54depending on what you're doing and it
  1035. 39:56illuminates kind of your silhouette to
  1036. 39:57help pop it out from the background very
  1037. 39:59feeling otherwise the hair might end up
  1038. 40:01or the top of the head might be blending
  1039. 40:03in with the background so notice they do
  1040. 40:05some specular and stuff on top right
  1041. 40:08like that and a very common three-point
  1042. 40:12kind of setup might end up looking a
  1043. 40:14little bit like this you have a key
  1044. 40:16light and fill light usually kind of
  1045. 40:18opposing angles you usually don't want
  1046. 40:20them following the same direction in
  1047. 40:22position because then that kind of
  1048. 40:24defeats the purpose so usually you want
  1049. 40:26fill and key to be at least different
  1050. 40:28angles or in positions and in film and
  1051. 40:32photography there's also often the
  1052. 40:34background light that optional light
  1053. 40:36right there the background light helps
  1054. 40:38brighten the background to help get rid
  1055. 40:40of any awkward shadows that come from
  1056. 40:42the key and fill remember in real life
  1057. 40:44they can't just turn off shadows for the
  1058. 40:46key and fill
  1059. 40:47they actually have to have like another
  1060. 40:48light to get rid of that shadow and if
  1061. 40:54you basically watch any movie you can
  1062. 40:56kind of breakdown any given film shot
  1063. 40:58along these lines and try to see what
  1064. 41:01all the different light sources are
  1065. 41:02doing so these are some examples from a
  1066. 41:05blog called lighting pixels you can see
  1067. 41:07there's a key light a fill light and a
  1068. 41:09rim light on that left the key light is
  1069. 41:12kind of coming from that top left of
  1070. 41:14that image so then it kind of feels like
  1071. 41:17sunlight kind of and everything in that
  1072. 41:20image is kind of evenly illuminated too
  1073. 41:22so it seems very readable meanwhile on
  1074. 41:25the right there key light is not coming
  1075. 41:27from the top right the key lights coming
  1076. 41:29from below which means it's probably not
  1077. 41:31sunlight unless these people are like
  1078. 41:33hanging upside down that's probably not
  1079. 41:35sunlight right so to me that means it's
  1080. 41:38more like an artificial light source
  1081. 41:39maybe like a nice candle or something
  1082. 41:41and when that candle is illuminating
  1083. 41:44from bama's face I feel like that sets
  1084. 41:46up a very different mood in the right
  1085. 41:48image versus the left image right the
  1086. 41:51right image feels kind of more intimate
  1087. 41:53and maybe even like romantic I don't
  1088. 41:56know what movie that's from maybe maybe
  1089. 41:58they're breaking up or having a divorce
  1090. 42:00I don't know some some [ __ ] is going
  1091. 42:02down in that right image right but in
  1092. 42:04the left image zero [ __ ] right it's very
  1093. 42:07very nice and safe and it's really
  1094. 42:14important to note that with three point
  1095. 42:16lights lighting it's referring to three
  1096. 42:19types of light sources you don't always
  1097. 42:21need to place three lights in every
  1098. 42:23scene so for example in that film shot
  1099. 42:26on the left there's only two light
  1100. 42:28sources there a key light and a rim
  1101. 42:30there's no fill and the right side of
  1102. 42:32his face is left in shadow and that's
  1103. 42:35okay if that's what you want to do with
  1104. 42:36your lighting and that's the mood you
  1105. 42:38want to create same thing in that right
  1106. 42:40image there's only one light source just
  1107. 42:42one key to help kind of emphasize I
  1108. 42:44think the extreme close-up in intimacy
  1109. 42:46of that shot so again it's just about
  1110. 42:51what you want to do with your lights and
  1111. 42:53what you want your lights to say so
  1112. 42:56here's another example I'd main unity
  1113. 42:58say you want to like light this honky
  1114. 43:00dude with three-point night theory the
  1115. 43:03way I good him I had a key like kind of
  1116. 43:05grazing him a little bit so I could like
  1117. 43:07catch some muscle definition and I had
  1118. 43:10the fill light kind of a little off
  1119. 43:12angle from there because I still wanted
  1120. 43:15to maintain the keep I wanted to soften
  1121. 43:16how the shadows were hitting him if you
  1122. 43:19see in the right that's a variant
  1123. 43:22without the fill like and without the
  1124. 43:24fill light I felt like his face was too
  1125. 43:26much in shadow and I couldn't read what
  1126. 43:28was going on and if you're like a
  1127. 43:30beginner level design I would say you
  1128. 43:33should most beginners forget to do the
  1129. 43:35fill part and if you're starting out you
  1130. 43:37should err on the side of more filled
  1131. 43:39and less fill and and then let's say I
  1132. 43:44have a rim light also kind of picking
  1133. 43:45out the the right side of his face there
  1134. 43:48and help separating that from the
  1135. 43:50background so you can read his features
  1136. 43:51better and as for implementation here
  1137. 43:55I'm actually using three directional
  1138. 43:57lights in unity but just with the layer
  1139. 44:00mask set to just one layer just for that
  1140. 44:03object so it ends up being not that
  1141. 44:05expensive with you use the culling masks
  1142. 44:08and unreal you can use a feature called
  1143. 44:10light channels which kind of does the
  1144. 44:12same thing and it's super useful for
  1145. 44:13isolating light sources for objects but
  1146. 44:16most beings end up doing just maybe one
  1147. 44:20light source technically with the key
  1148. 44:22light might be your main directional
  1149. 44:23light but your fill might be ambient or
  1150. 44:26sphere of harmonics probes and then your
  1151. 44:29rim light might be Fresnel and
  1152. 44:30reflection and stuff in your shader but
  1153. 44:36I think there's one big problem with
  1154. 44:38three point light theory for games
  1155. 44:40especially in regards to level design
  1156. 44:42and that is the fact that film and
  1157. 44:45photography have a very tightly
  1158. 44:47controlled camera perspective but in
  1159. 44:50video games we often give camera control
  1160. 44:52to the player so if you were looking at
  1161. 44:56this hunky dude and then you walk around
  1162. 44:58and admire the back of this hunky dude
  1163. 45:00now the key light is in a key light
  1164. 45:03anymore because the viewing angle has
  1165. 45:05changed now my rim light is like a key
  1166. 45:07light now my fill light isn't visible or
  1167. 45:10something I don't even know what's going
  1168. 45:11on in that image anymore
  1169. 45:13so one big problem here is that we can't
  1170. 45:17really know where the player is going to
  1171. 45:19see this object which will affect how we
  1172. 45:22compose our lighting this is why a lot
  1173. 45:25of 3d games I think end up vomiting rim
  1174. 45:28shaders and Fresnel effects everywhere
  1175. 45:30because they can't predict where the
  1176. 45:32player is going to be looking at this
  1177. 45:33object so they just spam Fresnel and rim
  1178. 45:36everywhere so that there oh there's
  1179. 45:38always some rim action going on but you
  1180. 45:41know that should be your last resort
  1181. 45:43let's try to be more subtle than that
  1182. 45:45and I would argue the way you can be
  1183. 45:48more subtle is to think about how your
  1184. 45:50level layout will facilitate the viewing
  1185. 45:54angles for your subjects and you then
  1186. 45:56you can light accordingly and use that
  1187. 45:58as a framing device so your level layout
  1188. 46:01is a lighting tool you can suggest a
  1189. 46:04view or a frame a certain V composition
  1190. 46:07just by having the player move through a
  1191. 46:10hallway and that'll suggest an angle for
  1192. 46:12them that's also why you need to do a
  1193. 46:16little bit of block out in block meshing
  1194. 46:18before you do some Lighting's
  1195. 46:20so that you have an idea of where the
  1196. 46:21players going to be going and lastly I
  1197. 46:27want to end with this section how to
  1198. 46:29light a level and I want to walk you
  1199. 46:32through some steps that I would
  1200. 46:34recommend you take with your own levels
  1201. 46:36if you're starting out this example be
  1202. 46:39an unreal but you can do it in any
  1203. 46:41engine basically so first you do your
  1204. 46:45block out or gray box or whatever you
  1205. 46:47want to call it with just some basic
  1206. 46:49real-time light if you're doing some
  1207. 46:52light baking you don't want to do it at
  1208. 46:53this stage because your levels
  1209. 46:54constantly changing you don't want to
  1210. 46:56waste your time spending an hour
  1211. 46:58lighting a room and then you end up
  1212. 47:00deleting that room or something then
  1213. 47:01you've wasted your time so right here is
  1214. 47:03when I'm recommend you just use some
  1215. 47:05basic real-time light and not worry
  1216. 47:07about the lighting so much for unreal I
  1217. 47:09like switching it using stationary
  1218. 47:12lights for this and I also like enabling
  1219. 47:14a setting called for snow precomputed
  1220. 47:17lighting which will help you not worry
  1221. 47:19about light mapping and like that light
  1222. 47:21map baking and stuff and that's in the
  1223. 47:23world settings in the Unreal editor and
  1224. 47:25in unity I like you
  1225. 47:27seeing real-time lights and I disable
  1226. 47:29the auto generate lighting checkbox so
  1227. 47:32that you're not constantly sitting and
  1228. 47:34waiting and stopping for the light Maps
  1229. 47:36to bake although I hear the light Maps
  1230. 47:40faster now or something I don't know
  1231. 47:44step two now you want to set up your
  1232. 47:47main mood your big mood in your scene
  1233. 47:49and to do that you want to set up your
  1234. 47:52global lights
  1235. 47:53so remember ambient and directional
  1236. 47:55those apply to your whole entire game
  1237. 47:58world so now's me the time to set that
  1238. 48:00up before you worry about smaller stuff
  1239. 48:02and here you can see I have a bunch of
  1240. 48:05sunlight flooding in from those middle
  1241. 48:07windows right here and I want to set up
  1242. 48:10the main mood of this level with like a
  1243. 48:12big sunny Sun filled area and to do that
  1244. 48:18I need to set up the indirect light
  1245. 48:21bounces especially for a directional eye
  1246. 48:23or sunlight if you want something to
  1247. 48:25feel like sunlight you should be paying
  1248. 48:26attention to your indirect light bounce
  1249. 48:28settings and in unity that would be
  1250. 48:31going to your light settings and in
  1251. 48:32unreal that would involve going your
  1252. 48:34world settings and adjust the light mass
  1253. 48:36section of the world settings and also
  1254. 48:38look at the sky lights actor and your
  1255. 48:40unreal scene and if you're not working
  1256. 48:44with global illumination or light map
  1257. 48:45baking for whatever reason then the next
  1258. 48:48best thing is to hand place like
  1259. 48:49invisible faint point lights everywhere
  1260. 48:52if you're like working on a game like
  1261. 48:55like I heard there's a rumor that
  1262. 48:57Fallout 4 did not have global
  1263. 48:59illumination so they had to place faint
  1264. 49:02point lights forever to like simulate
  1265. 49:04and fake all the light sunlight bouncing
  1266. 49:07everywhere so you can totally do that as
  1267. 49:09well and unity I like switching those
  1268. 49:13lights to not important so that they
  1269. 49:15don't contribute to specular stuff and
  1270. 49:16in unreal I like increasing the minimum
  1271. 49:18roughness on those flights that they
  1272. 49:20don't create hot spots in your
  1273. 49:22reflections
  1274. 49:26step three after you've kind of set up
  1275. 49:29the main mood of your scene now you
  1276. 49:30should start thinking about the gameplay
  1277. 49:32and lighting for your critical path to
  1278. 49:34review the critical path is kind of like
  1279. 49:36the ideal things that your ideal player
  1280. 49:39would kind of do in a certain order or
  1281. 49:41whatever in your level and at this stage
  1282. 49:44you should probably focus on navigation
  1283. 49:47and wayfinding does the player know
  1284. 49:49various interesting entrances and exits
  1285. 49:52and would know where they are David
  1286. 49:54talked about this a lot in his talk
  1287. 49:56about how they care a lot about
  1288. 49:57wayfinding lighting is another tool for
  1289. 49:59you to do that and here I'm using it in
  1290. 50:02like a really painfully obvious way
  1291. 50:04where I'm using like bright orange
  1292. 50:06lights on bright red doors feel free to
  1293. 50:11be more subtle than that in your own
  1294. 50:12work but for example for the purposes of
  1295. 50:16this example it's like super obvious and
  1296. 50:19when you're doing that I also urge you
  1297. 50:21to think about kind of like the
  1298. 50:23hierarchy of different things you're
  1299. 50:26doing here here I would argue the left
  1300. 50:28door is being lit to be more important
  1301. 50:32than the door on the right the door on
  1302. 50:33the left kind of has a wider spotlight
  1303. 50:35and it's more intense and brighter and
  1304. 50:37also kinda has its own room and shadows
  1305. 50:39to the contrasts much stronger meanwhile
  1306. 50:41that door on the right it's certainly an
  1307. 50:43option and it certainly reads as like an
  1308. 50:46entrance or exit to this room but it's
  1309. 50:48also a bit more faint so now we're
  1310. 50:50emphasizing this door on the left
  1311. 50:52super-important this door on the right
  1312. 50:54it's like okay you know it's an okay
  1313. 50:56door but you you know that door know
  1314. 50:58that yeah then once you're done doing
  1315. 51:03main player wayfinding and also you're
  1316. 51:05like testing throughout all this right
  1317. 51:07you should be thinking about the in
  1318. 51:10other interactions in your game so if
  1319. 51:12you're setting up any NPCs or set-pieces
  1320. 51:15or encounters you should be trying to
  1321. 51:17light those encounters so that the
  1322. 51:19player will actually notice what's going
  1323. 51:20on so here these are like critical
  1324. 51:23gameplay objects that you might want to
  1325. 51:26light like enemies coming into the room
  1326. 51:28or maybe the enemies are like guarding
  1327. 51:30an objective or something so on the Left
  1328. 51:33they're guarding this orb the orb is
  1329. 51:35very important in this game I assure you
  1330. 51:37and I have I set up a
  1331. 51:40blue blue green kind of turquoise flight
  1332. 51:43and it's kind of coming at this
  1333. 51:45perpendicular angle to that orange arrow
  1334. 51:47which is what I imagine is the players
  1335. 51:49critical path in this case and when you
  1336. 51:52have that blue light coming like a
  1337. 51:54grazing perpendicular angle kind of that
  1338. 51:56helps set that up as a rim light to help
  1339. 51:59emphasize the shapes going on there
  1340. 52:01instead of the surfaces kind of same
  1341. 52:05thing going on in the example on the
  1342. 52:06right you might see two small people two
  1343. 52:09small silhouettes in the background and
  1344. 52:11that's because I've kind of thrown a
  1345. 52:14background light behind them so those
  1346. 52:16silhouettes end up popping out and you
  1347. 52:19notice them really easily so again if
  1348. 52:21you're like lighting stuff where like
  1349. 52:22soldiers are enemies like jump through
  1350. 52:24windows or something you might want to
  1351. 52:26have a light behind them to help frame
  1352. 52:28them and help them pop out and when
  1353. 52:34you're doing this you should be thinking
  1354. 52:35about your texture pass texturing is
  1355. 52:39pretty important I think that's why
  1356. 52:42David talks about using color a lot you
  1357. 52:43should be thinking about the basic
  1358. 52:45values this is a page the I basically
  1359. 52:48just took these from some unreal UDK
  1360. 52:51documentation but here the albedo on the
  1361. 52:54left is really dark and an albedo
  1362. 52:56diffuse section on the right is much
  1363. 52:58brighter and when that you have that
  1364. 53:00dark albedo the light doesn't bounce as
  1365. 53:02much because most game engines use the
  1366. 53:04albedo texture to calculate calculate
  1367. 53:06reflectance for indirect light so you
  1368. 53:09can see that scene ends up feeling
  1369. 53:10really really dark in a weird way but if
  1370. 53:13you use a brighter albedo in that bottom
  1371. 53:15right example now the scene is kind of
  1372. 53:17evenly illuminated and it feels much
  1373. 53:19more like sunlight and one really easy
  1374. 53:21way to check this is if you open up your
  1375. 53:22albedo or diffuse texture in Photoshop
  1376. 53:24open up the levels histogram look at
  1377. 53:27that most of your values should me be
  1378. 53:28more in the upper mid-range and then
  1379. 53:31usually want to leave the left and right
  1380. 53:33the extreme values empty so that
  1381. 53:35lighting can do its work so don't try to
  1382. 53:38do extreme black or extreme white and oh
  1383. 53:42my god running out of time okay I'll try
  1384. 53:43to go fast so this is also where gliding
  1385. 53:46is really really important I think where
  1386. 53:50some stuff might be too dark and some
  1387. 53:52stuff might look great
  1388. 53:54and I think that has a very strong
  1389. 53:56political valence to it this is an
  1390. 53:59example from an article called black
  1391. 54:01skin is still a radical concept in
  1392. 54:02videogames and in this one the woman on
  1393. 54:05the right from Skyrim I think I would
  1394. 54:08argue is lit pretty well you can read
  1395. 54:10all the different contours and surface
  1396. 54:12plains of her face meanwhile the woman
  1397. 54:14on the left is lit very poorly I think
  1398. 54:16where I can't really read her face that
  1399. 54:19well her chin and jaw are like totally
  1400. 54:22lost and I'm not I'm not trying to like
  1401. 54:26call out Skyrim or professed uh like III
  1402. 54:30think I don't think there was like an
  1403. 54:31evil racist at Bethesda going hahaha
  1404. 54:34right I think this is just another an
  1405. 54:36example of like institutional racism
  1406. 54:39that happens in video games where maybe
  1407. 54:41playtesters we're testing mostly with
  1408. 54:43white characters so they never saw that
  1409. 54:46black characters are really poorly in
  1410. 54:48this game or need more specular
  1411. 54:50contribution on their on the reflection
  1412. 54:52or light probes or whatever is going on
  1413. 54:54in Skyrim so it's important for us to
  1414. 54:58take responsibility for art and in if in
  1415. 55:01doubt just ask a collaborator so that
  1416. 55:03you can kind of avoid situations like
  1417. 55:04these and then the last step is you
  1418. 55:10should maybe iterate on your level keep
  1419. 55:12trying different lighting schemes and
  1420. 55:14this is an example of a lava like sci-fi
  1421. 55:17scene that's lit four different ways so
  1422. 55:20keep experimenting with your lighting
  1423. 55:21but at the same time no one to stop and
  1424. 55:24move on with your life
  1425. 55:25this is a trap that a lot of level
  1426. 55:27designers fall into they keep tweaking
  1427. 55:29lights a little bit brighter a little
  1428. 55:30bit darker as if that'll make a huge
  1429. 55:32difference it will not I guarantee you
  1430. 55:34just make the lights as good as you can
  1431. 55:37and then move on may come back to it
  1432. 55:39later if you have more time you won't
  1433. 55:41have more time but you know go back to
  1434. 55:43it later just say that to yourself and
  1435. 55:45move on and make the rest of your game
  1436. 55:49so to review real quick lighting sets
  1437. 55:52moon and evokes culture there's four
  1438. 55:54different light types common to a lot of
  1439. 55:563d game engines and tool sets
  1440. 55:58three-point lighting argues that you
  1441. 56:00should think about the task and function
  1442. 56:02of each light and what it's doing for
  1443. 56:03the image composition like globally do
  1444. 56:06your big lights first and
  1445. 56:08then do start doing spot checks for
  1446. 56:10gameplay and critical paths and also no
  1447. 56:13one to stop fiddling with your lights
  1448. 56:15and move on and make your game and don't
  1449. 56:18just keep fiddling with one light thanks
  1450. 56:21for listening that was me
  1451. 56:24apply [ __ ]
  1452. 56:25[Applause]

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