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       #Post#: 30--------------------------------------------------
       Using Lighting to Convey Mood
   DIR By: Pam
       Date: May 21, 2021, 7:27 am
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       Hello! My name is Ben Chandler and I've been interested in the
       creation of art for adventure games for a number of years now. I
       started tinkering with designing my own games when I was 18
       years old, making various small things for years until
       eventually being hired by Wadjet Eye Games as an artist. I've
       been fortunate enough to work on a number of their titles, and
       have been working full time with them for several years now.
       The art of adventure games is a fascinating subject to me, and
       one I study regularly. I'm trying to decipher the visual
       language of the genre, so to speak, and figure out what makes
       them look great, and what influences both the conscious and
       subconscious decisions artists make when they work. It's an
       endlessly deep subject, and one I love investigating. Once we
       understand some of the things that make an image work, we'll
       never look at a scene the same way again.
       
       When creating scenery briefs, writers often use words that can
       be a little odd to translate to a visual concept. “Moody”,
       “Atmospheric” and “Inviting” come to mind, and adjectives like
       “Oppressive” and “Cold” litter the many descriptions of
       backdrops that make an adventure game. These words do evoke
       images, but it can be hard to pinpoint exactly what it is that
       allows us to capture the feel these writers are asking us to
       convey in a scene. One excellent place to start, for me, is with
       lighting.
       Light and darkness had their place in our virtual adventures
       long before graphics were a feature. Consider the importance of
       lamps in Colossal Cave Adventure or Zork – pioneers of the genre
       that understood the thrill of exploring a dark environment with
       a limited resource to light the way. Darkness feels mysterious
       and dangerous to us, just as ample light feels welcoming and
       safe. These inherent implications tied to light and darkness are
       an artist's friend, and go a long way toward helping us achieve
       a desired atmosphere in a scene.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=01.png
       I've found lighting incredibly useful in my time as a background
       artist. In The Blackwell Epiphany, Dave Gilbert's script called
       for an eerie, oppressive feel, and I shunned the usual blue
       shades that night scenes have for a more unconventional green
       ambient glow that, to me, captured the gloomy and mysterious
       feel of the game's environments. A big inspiration for this was
       the green hue a lot of the 'found footage' representations of
       paranormal stories feature as a result of shots captured in
       night mode, a visual archetype that I was willing to capitalise
       on. To contrast this, I used warm, welcoming yellowish lights in
       certain spots, which I felt would act as pockets of familiarity
       among the enigmatic green glow.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=02.png
       When working with James Dearden on Technobabylon, we wanted to
       capture a city whose every aspect is reliant on high-tech
       living. For this I switched to using very cool, stark lighting –
       the unnatural glow of blue displays and holograms, and the harsh
       white light that can only come from man-made lighting. By
       avoiding warmth in all but the smallest of lights, I tried to
       make many of the scenes look sterile and free of natural
       influence; a cold, unwelcoming city. Much of my influence for
       this came from the cold lighting in other cyberpunk and science
       fiction titles like Deus Ex: Invisible War, Ghost in the Shell
       and Tron.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=03.png
       When working with Francisco Gonzalez on Shardlight, the world in
       question was a much more sickly, devastated affair. Here we had
       a destroyed, post-war world with an environment that was
       desolate and an atmosphere ruined. The sun was intended to feel
       harsh and unforgiving, the warm yellows and browns of the
       glowing sky representing a hot, dry atmosphere filled with dust.
       In addition to the yellows of the sun, I used green highlights
       in the form of shards of glowing glass to give a poisoned
       feeling. I still used blue lights in a few places, saving them
       specifically for electrical devices, such as the light that can
       be seen in the tunnel here. So strong are the connotations of
       radioactivity from the bright green glow that many people
       assumed the glowing shards of glass were the source of the
       game's plague – a testament to how powerful the connotations of
       a particular hue can be.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=04.png
       Unavowed, my current project with Dave Gilbert, represents a
       different atmosphere entirely. The intent is to represent a
       contemporary New York City, much like Blackwell Epiphany, but
       rather than the ghostly greens of that title, here we were
       looking at a more infernal story, and studying comics such as
       Hellblazer showed me just how effective red and pink skies can
       be for this sort of atmosphere. You can see here how the sun
       sets the sky ablaze with a hot, oppressive red that catches the
       buildings and clouds. It's not dark and gloomy like I was going
       for in Epiphany, but it's ominous nevertheless. You can also see
       how I tried using blue and yellow light in the doors and windows
       of buildings to humanise them as compared to the red glare of
       the sun.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=05.png
       As a player, lighting in games has impressed me in titles as
       early as Loom in its EGA splendour. I love the way Bishop
       Mandible's cathedral creates a very dark, recognisable
       silhouette against the evening sky, and the way the sinister
       green light bathes the tombstones of the graveyard in an
       ethereal glow, adding to the foreboding presence of the already
       menacing structure. Compare how foreboding the dark palette with
       its sinister green glow feels to the much brighter, friendlier
       castle scene from King's Quest II. Even the presence of an eerie
       dead tree in the distance and haunting ghosts guarding the door
       can't compete with the evocative lighting of Loom.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=06.png
       The VGA era brought more potential to play around with lighting,
       and games like King's Quest VI took excellent advantage of this.
       From the sunny and pleasant Isle of the Crown to the gloomy
       lands of the dead, the artists used different lighting
       conditions to convey specific atmospheres. The sunny beach scene
       here feels calm and friendly, even with the presence of the
       wrecked ship – the weather looks clear and fine, and the path is
       well lit. By contrast, the lands of the dead present us with
       shadows and an otherworldly glow that emphasises the already
       grotesque landscape.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=07.jpg
       The colour of light plays a massive role in how it makes us
       feel. Notice how compared to the sunny, yellow KQ6 shot above,
       the white light of Syberia 2's daylight feels cold and wintery.
       This scene from Syberia 2 is particularly interesting because it
       uses pure white “God rays” to give an air of reverence to the
       stony monastery, a visual icon we're familiar with and
       understand immediately. Compare that to the sinister red
       lighting of the shot from The Journey Down: Chapter 3, which
       seems mysterious and dangerous. It's not just the vivid red
       light that feels threatening, either – the angle of light coming
       up from below lights things in an eerie, unnatural way that
       lends great visual language to the scene. I like to think of
       this as the “flashlight under the face” angle – the
       unfamiliarity of it makes us uneasy.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=08.jpg
       Direction plays a big part in lighting's power – the screenshot
       from Runaway here shows what photographers refer to as “The
       Golden Hour,” where the late afternoon sun is warm and lazy, and
       shadows are long and soft compared to the harsh shadows cast by
       the glare of the midday sun. The light is really allowed to flow
       through the scene, giving it a very pleasant glow. The image
       from Kentucky Route Zero shows a much more directed light; here
       the headlights act as a spotlight, directing our attention
       immediately to a very specific location, and the beams of light
       cut through the darkness with a hard edge. This feels more like
       a single, particular feature in an environment than a full
       landscape, and the way it emphasises the forms of the trees and
       power lines is immediately eye-catching.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=twp.png
       One of my favourite examples of the true power of lighting to
       convey a mood is the upcoming Thimbleweed Park. Compare the two
       versions of this location – from the simple, basic original to
       the reworked version with its sickly fluorescent lights that
       capture the feeling of a late night convenience store perfectly.
       While objectively being the same location, the reworked version
       tells a much more convincing story, and really increases the
       immersion of the environment.
  HTML https://adventuregamers.com/?ACT=49&d=32329&fid=43&f=09.png
       One last important thing to note: as evocative as light (and the
       lack thereof) can be, it's essential that playability remains
       the chief concern. As interesting as the dark, gloomy scene from
       Alien Incident is here, the odd lighting makes it quite hard to
       see where we can go, what we can use and even what some of the
       things are. Discworld Noir's warehouse, pictured to the right of
       it, takes things to an even further extreme. While flashes of
       lighting periodically help, the fact remains that the warehouse
       is incredibly hard to search because of the extreme levels of
       darkness, further hindered by the fact that the designers wanted
       us to find a very small item.
       Lighting, then, is a powerful force in adventure game art, and
       presents us with a very diverse range of tools to help set the
       scene. It's impossible to overstate how much tone can be
       conveyed with a very carefully chosen lighting set-up, and I
       hope this very brief introduction demonstrates some of the
       decisions artists consciously make with their lights in order to
       tell a story. I'm always on the lookout for interesting uses of
       light when I play adventure games, and background artists never
       cease to impress me with how they use it to tell their stories.
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