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Robert Yang (Assistant Arts Professor, NYU Game Center)
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Tutorials: Level Design Workshop
Vault Recording: TBD
Lighting is traditionally one of the most computationally expensive parts of game rendering, as well as one of the most crucial design tools for setting mood and readability in a game world. And yet, level designers and environment artists often lack the language and theory to collaborate effectively on lighting design. What does light do for games, and how can developers use lighting to facilitate certain experience goals? This session begins with a brief cultural history of lighting, before moving on to an overview of practical lighting design theory as well as various case studies.
Attendees will learn about various lighting techniques and case studies intended to help them light their own game worlds, as well as specific language and theoretical frameworks for thinking about/communicating their design goals.
This talk is intended for beginner and intermediate level designers. Pro lighting artists and veteran environment artists may not necessarily learn new information, but they may learn how to better communicate with level designers.