Shadowplay: Simulated Illumination in Game Worlds
Keywords:
lighting design, game lightingAbstract
Despite the fact that there are currently a number of enjoyable digital games in which light plays a key role, we lack a vocabulary with which to discuss simulated illumination in game worlds. An understanding of lighting practices in other media, such as 3d computer-generated animation and film, must be supplemented with an awareness of real-space disciplines such as architectural lighting if we are to grasp the complexity of the game lighting design task. But game design is more than a repository for existing lighting practices; the interactive nature of games allows for self-reflexive sensitivity to light to emerge, most clearly manifested in games described as “first person sneakers” and “survival-horror” games.Downloads
Published
2005-01-01
Bibtex
@Conference{digra147, title ="Shadowplay: Simulated Illumination in Game Worlds", year = "2005", author = "Niedenthal, Simon", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/147}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.