Showing posts with label Lighting. Show all posts
Showing posts with label Lighting. Show all posts

Friday, April 14, 2017

A look at graphics: lighting the way


I followed up my debut article on Adventure Gamers with a look at the practical applications of light in background art. This is very much a utilitarian, functional examination, but no less important - whether it's reminding of something we already know as artists, or filling artists in on something they may not have yet considered when planning a scene, these are the sorts of things that are definitely worth keeping in mind to help your players "read" and understand scenery.

Saturday, March 11, 2017

Full Throttle Scenery Studies


Over the past couple of months I've been regularly going through the background art of Full Throttle and making notes about it, trying to figure out what makes the scenes work so well. Those of you who follow me on Twitter have no doubt seen them appearing on my timeline regularly, and may be interesting in seeing the images in better quality than Twitter's image compression allows, and those of you who don't might be interested in seeing what I've been studying.

In any case, you can download all 29 of them compiled as a single PDF by clicking this link:

Full Throttle Scenery Analysis (41MB)

Enjoy!

Windows as a visual tool


Having looked at reflective windows last week, it's a fine time to look at windows that let light pass through, too. One of the most interesting design tools, windows can provide interesting shapes, introduce new colours, act as a source of light, and show us the world waiting to be explored, beckoning us to adventure and saying 'Where do you want to go today?' As the above scene from Beneath a Steel Sky shows, they're a great way to add a whole new layer of visual interest to any location, and their benefits and uses are many.


This scene from The Lost Files of Sherlock Holmes shows a similar idea, with the large expanse of windows breaking down the barrier between the store's interior and the street outside, letting in light and a feeling of life outside. Particularly nice is how these windows, unlike the previous ones, affect the colour of the world outside, allowing us to see the glass's presence, and making a clear divide between the visual layers. This also helps us see more clearly where the doorway is, which is always an essential consideration.


A more extreme version of a similar layout, this example from Space Quest 5 shows, once again, walls being replaced with windows, showing the outside world wonderfully, and providing excellent amounts of light. It makes for a very open, panoramic scene, and it's still very easy to distinguish the boundary between interior and exterior because of the window frames. These are a great way to provide structure and perspective to windows.


Important, too, to remember that windows aren't necessarily just used to show the outside world. Another shot from Space Quest 5 here, this time with windows acting more as a partition between two man made areas. Livening up corridors in this way is a great method for adding depth and life to what can be quite dull areas in a game, as well as being potential ways to add interesting gameplay. What's really nice here is how the shape and framing of the window really gives the impression of advanced technology, lending itself well to the science fiction nature of the game.


Taken to an even further extreme, this shot from The Dig shows ornate, complex framing that suggests an alien architect very well. The delicate structure feels at once organic and also designed, like the web of a spider, which gives an interesting insight into the mindset of the alien designers. You can also see that this window is the only light source for the scene, making it feel dark and shadowy, with the window becoming a real feature. This is also an interesting shot because the window shows an underwater scene, meaning that visibility is much more limited, and we mostly appreciate the light and colour rather than any specific landmarks.

The design of windows is great for suggesting a number of specific environments. Church windows, especially the stained glass scenes that are so iconic of them, are instantly evocative of quiet religious locations. The massive lancet windows in this scene from Broken Sword also flood the scene with white light, which is evocative of holiness, and even their shape feels indicative of a place of worship.


A great example of this is Bishop Mandible's cathedral in Loom. The rose window here instantly provides an impression of a holy place, which is reinforced by the flying buttresses on either side. The juxtaposition formed between these and the sinister spikes and arcane glow makes this a particularly memorable scene, and is a good example of showing how windows aren't merely a source of light for daylight coming in, but also can be used as a source of light when the lit interior of a building is seen from the outside at night.


Though many of these church windows are massive, it's the design, not the size, that conveys the idea. This small chapel from Conquests of the Longbow features much milder, simpler arch windows that nevertheless look perfectly at home here. A nice touch here is the suggestion of a crucifix within the shape, helping to reinforce this idea further.


Another great use of shape is this portal from Quest for Glory. Though it could be seen to be as much doorway as window, its fascinating shape feels emblematic of the arcane, and is noticeably different from the rest of the architecture in Spielburg, really giving it that otherworldly feeling. This is further enhanced by the fact that the simple location looks out onto what is, apparently, a cloudy skyscape, as though we're looking in on a totally different world. A really nice way to elevate a magician's building into something much more fantastical.


Windows don't need to show us interesting things to be worthwhile, either. The windows in this Broken Sword scene are little more than a source of light, but in filling this function, they also add a great sense of architecture and design to the scene. The arches and curves of these windows really elevates the location to something dynamic and decorative, without the stained glass of a church or any details of the outside world.


This shot from Gabriel Knight is a great example of windows who don't exist to be seen through - instead, here they're merely a light source, but one that becomes a real focal element of the scene, with the strong light shining through suggesting that it's a very strong source of light. Their presence in the scene is very strongly felt, despite the actual windows themselves being very small.


In fact, we don't even need to show the windows in a scene to suggest their presence. This location in Day of the Tentacle is very clearly lit by a window - we can see the light it casts on the floor - and the window's presence is very strongly felt, without the need to actually put it in the scene. This is often referred to as a "hidden light source" - where we can feel the effects of a light source on a scene, and get a decent idea of where it's coming from, without actually showing the source of light itself.


They can also make a great way to frame a scene. This window from Leisure Suit Larry isn't the focus of the scene, but a way to direct the focus. It makes for a great way to decorate the unneeded areas of the area, while also feeling slightly voyeuristic. A really creative, believable way to use up the empty space on the edges of a shot, and an interesting way of putting scenery between the player character and the player, without getting in the way of gameplay.


This scene in Universe takes the idea to an even greater extreme, where we're looking through windows at a scene, despite being pulled back from it. This is one of the beauties of windows - even when they're forming a barrier between the characters and us, they still let us interact with the game, and so can be a very useful consideration when trying to add layers of depth to an otherwise very flat scene like this. Once again, the interesting shapes here really gives the impression of a futuristic setting very well.


Finally, even when the presence of windows wouldn't make sense, an artist can break holes in walls and ceilings for their own benefit. This decommissioned ship from Monkey Island 2 is a great example of the lack of windows being worked around by simply adding huge, gaping holes in the ceiling, serving the exact same purpose that a window would, without the need to justify someone installing a window in such an unusual location. Notice how the beams catch light from both the interior and exterior here, a wonderful use of light sources both outside and inside to create a very evocative piece of scenery.

Windows are a fantastic way of playing with a scene - whether it's adding depth, adding light, bringing colour, breaking up a dull wall with an interesting shape, or as interesting framing for players to view the world through. Their uses are incredibly versatile and varied, and well worth exploring in greater detail for anybody interested in adding another layer of beauty to their locations.

Friday, March 10, 2017

A look at graphics: using lighting to convey mood


Recently I was approached by the folks over at Adventure Gamers about doing a series covering art in adventure games, which readers of this blog will know to be one of my major interests. I settled on a format slightly different to what I write about here, and think it will make for some interesting reference for those also interested in the subject. The first article in the series just went up today, covering the use of lighting to convey mood, and if you find the posts on this blog interesting, it's definitely also worth heading over there for a read!

Thursday, February 23, 2017

Rim lights in scenery

Rim lights are formed by the positioning of a light source behind or beside an object. When the light hits the object in question we only see partial effect because most of the side facing us is still in shadow, and the fully lit side is further away from us. This is similar to the appearance of a crescent moon - when the sun is hitting one side of the moon (relative to us), we only see a small sliver of what we know is a full ball. When the light hits it from the same direction we're viewing from, we can see the entire face of the moon.



A common use for this is to show two different light sources, such as in this scene from Quest for Glory. The tree on the left has two clear edges being lit differently - the left edge is light by a warm yellow light that we can safely assume is from the sun, by the conditions in the rest of the scene and the colour of the light. The right hand side is lit by a blue glow, which we can assume is ambient light from the blue sky. Because the sky is bright blue, it's common to rim light trees in this manner when going for a realistic but mysterious look. The blue isn't totally foreign to our eyes, but the strength of it is unnatural and feels interesting and a little magical/foreboding.



It's quite useful to show a transition in lighting conditions, as shown here in this scene from Gabriel Knight. On the left hand side of the image we have safe daylight, and the vegetation is lit accordingly. As we progress into the mysterious, wooded parts of the image, the trees are more strongly lit by a mysterious light source from the right side, and the light from the sun feels more light ambient light. This builds a great sense of foreboding, taking the focus away from the friendly light source that the sun represents and highlighting the less certain colours of a dark, wooded area.


Rim lights are also useful in the case of a single strong light source. In this scene from King's Quest 5 the primary light source is the open doorway that's letting in the glow of the desert sun. The foreground objects glow with a vivid yellow on their edges, which really helps to highlight the strength of this light source, and relegate the rest of the lights that illuminate them to bounce lights from this source. Using rim lights in forms with quite close values and hues like this really helps to define the forms and masses well - notice how well the column and assorted other objects read, despite being similar in colour to the floor and walls behind them. This division of a light just visible on the rim really does a great job of separating them out and making them clear and readable.


Another example is this scene from Full Throttle, in which the strongest light source hits the edge of the fence details really making them stand out despite the dark sky. This is also a great way to add strong highlights to an otherwise dark scene - lighting extremities helps to add diversity and definition without sacrificing the dark, shadowy feel needed for the scene. This also shows an example of a light source being more to the side than directly behind - notice how about half of the struts on top of the fence are lit, as compared to the much thinner rim lights we've seen before.


This scene from Simon the Sorcerer 2 shows a great use of rim lights to distinguish the foreground pipes from the dark scene behind them. Because the bounce lights here are also used for rim lighting, rather than diffused ambient lighting, it's also a way to add colour to what would otherwise be pure black objects. Notice here how the joins in the pipes also have rimlights that run along their circumference, as well as the edge, helping to show a change of plane very clearly, despite the fact that light probably wouldn't hit this area. It's an interesting example of ignoring realistic lighting in favour of visual clarity.


Another Gabriel Knight scene, this time with objects in the foreground, rather than the background, being lit on the edge. Here the left side shows various objects that have been lit this way, and as they move further and further out of the focal area of the scene (and 'away' from the light source shown by the glass door) the effect is less and less strong. This adds nice definition to the objects without  having to colour them in a way that would be distracting, and is a nice way to add some subtle purple colours into this part of the scene, without being as distracting as the purple candle in the bottom right.


This scene from The Dig shows two equal and opposite light sources (in a nicely complementary palette) with rim lighting helping to show the directions each light comes from clearly. This makes for a very moody, atmospheric scene that's clearly divided into two parts. The strength of yellow features among the purple areas also really helps those particular forms to be very easy to understand, visually.


This Fate of Atlantis shot shows us looking directly down at a pool of lava, which gives a very warm, glowing feeling. By using pink and orange rather than pure yellow (which is what we'd usually expect from a yellow light source), we view the light from the lava to be more of a warm glow than a bright glare. Notice also that the rim lights get darker as they recede from the light source, another way to help show the distance. The diffusion of light here also acts in a similar way to atmospheric perspective, with the objects getting closer in value to the light source the closer they are to it.


A very strong example of the power of rim lighting is this scene from Monkey Island 2. The mass of complex, overlapping forms here would be a visual mess, save for the fact that their edges are very clearly defined by the blue and orange lights from the sky and lanterns. This not only makes for a beautifully moody night scene with a great atmosphere, but means that we can see where we can and can't go. This shows rim lighting as a great way to show planes, edges, curves and establish depths by very clearly indicating overlapping elements.


One last word, and something I sometimes see that I'm not too fond of, is where I see rim lighting where it's very hard to imagine a light source. Notice in this scene from Shannara the left bedpost, which sits right against the wall of the room. The blue rim light here is hard to accept - we can clearly see what lies on this side of the post, and it's a brown wall with no blue shade whatsoever. This makes the blue rim light feel quite fake and wrong. Notice how it feels less 'off' in the elements like the dragons at the foot of the bed - they're not great, but because there's no wall there, it's much easier to imagine a light source coming from this direction.

I love using rim lights - whether for adding definition, balancing colours, showing the strength of a light source or simply making a scene feel more atmospheric. They're a handy tool to instantly bring any object into a scene, and also for adding a bit of colour to a dark area in your background. As long as you're relatively careful to ensure the possibility of a light source in the direction you're suggesting one, they're very easy and a great tool.