Lighting Design

Candle Light Blueprints

To improve the level design, I guided the player using flickering candle lights. To do this, I created four blueprint classes of candles with a custom light material attached to each of them. These lights contrast very well with the dark environment of The Ludus Sphere. The blueprint had two light sources connected to the candle static mesh.

Guiding the Player

The candles gave the player a clear indication as to points of interest around the map. If the area was lit up, it meant there was a reason for being there. The flickering light made the environment more alive.

Flickering Light Material

In the candle blueprint, I had two lights. One of these, was a unblinking light for a constant light source. The other was a light with a flickering material attached to it. To create the flickering light material, I applied math constants to the emissive color. I created two different flickering light materials, which flickered at different rates. This was done to make the lighting seem more dynamic. It would have not looked right if all the candles were flickering at the same rate constantly.