Radiator Blog
Video game design and culture notes by Robert Yang
Showing posts with label
lighting
.
Show all posts
Showing posts with label
lighting
.
Show all posts
Monday, August 10, 2020
new Quake map: "Smell It In The Street"
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I made another Quake map! This one is called "Smell It In The Street" and it was made for the Doom Tintin map jam , a level design...
Friday, February 15, 2019
Thick skin: complexion, realism, and labor in games
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In Dublin, I visited the Lucian Freud Project at IMMA . If you're not familiar with painters (who is these days?) Lucian Freud is...
Tuesday, February 12, 2019
Black and white and re(a)d all over: on SOD (1999), Half-Quake (2001), Jeux d'ombres (2007), and NaissanceE (2014)
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Last week I finished playing through the entirety of NaissanceE (2014) , an avant-garde walking sim / platformer game inspired by brutali...
Saturday, March 31, 2018
GDC 2018: How To Light A Level, slides and transcript
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This post is aimed at beginner / intermediate designers. It's a summary of the talk I gave at the GDC 2018 Level Design Workshop wi...
Tuesday, July 11, 2017
Bevels in video games
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Like a lot of digital artists today, I learned Photoshop in the late 90s in order to make awesome-looking fan sites and "professiona...
Wednesday, March 29, 2017
Lighting theory for 3D games, part 5: the rise and fall of the cult of hard shadows
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This is part of a series about a critical theoretical approach to understanding video game lighting, while staying grounded in technical ...
Tuesday, March 29, 2016
"Let's Get Lit: How to Light Your Game Like a Strip Club" @ 6 PM, April 30 at IndieCade East 2016, New York City
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I'll be speaking at IndieCade East this year about video game lighting -- but to spice it up, I'm also going to talk about hunky...
Friday, July 3, 2015
Lighting theory for 3D games, part 4: how to light a game world in a game engine
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This is part of a series on how I approach game lighting, from a more general and conceptual perspective. I build most of my examples in...
Monday, May 4, 2015
Lighting theory for 3D games, part 3: the heresy of three-point lighting
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This is part of a series on how I approach game lighting. Part 1 was about light fixtures, and part 2 is about light as a formal material...
Friday, March 20, 2015
Lighting theory for 3D games, part 2: a formal approach to light design, and light as depth
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Here's how I generally, theoretically, approach lighting in my games and game worlds. Part 2 is about light and function, mostly for l...
Friday, January 30, 2015
Lighting design theory for 3D games, part 1: light sources and fixtures
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Contemporary Jewish Museum (San Francisco, California) Here's how I generally, theoretically, approach lighting in my games and game...
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