Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
The Sense of Lighting inside Game Worlds
1. THE SENSE OF LIGHTING INSIDE GAME
WORLDS.
MYTH AND MEANING IN GAMEPLAY
AND GAME MECHANICS.
Marta Fernández
Simon Niedenthal
Manuel Armenteros
2. WHY LIGHTING?
- Compositional and evocative power of light to create stories and trigger emotions
among viewers.
- Resource to support perception, to add depth, and to draw the viewer’s eyes
towards the areas of interest (Arnheim, Art and Visual Perception, 1954).
The Third of May.
Goya, (1808).
Saint Joseph charpentier.
George de la Tour (1642).
3. WHY LIGHTING?
- Different cultures and religions have used light and shadow myths to give an
explanation for different mysteries and concerns that arose in their societies.
Cavern’s Metaphor
(Plato, Republic)
Ying and Yang
(a symbol for light and shadow in its origins)
4. WHY LIGHTING?
Myths and symbolism of light and
shadow have been represented in
different media (literature, comics,
paintings, cinema, etc).
Death. The Time of your Life.
(Gaiman, Bachalo and Pennington, 1997)
5. WHY LIGHTING?
- Nowadays graphic cards allow designers to
represent complex lighting situations inside
game worlds.
- Technology can not only be used to make the
environments more realistic, but to add
meanings through lighting.
6. - How is lighting used in video games, where storytelling intertwines
with interactivity?
- Previous research on the use of visual devices in video games:
- Camera and points of view: Nitsche (2008)
- Color palette (Canossa, 2006)
- Research on the power of lighting to elicit emotions (Knez and
Niedenthal, 2008; Seif el Nasr et al, 2007). Connection and
divergences between cinema lighting and games lighting
(Niedenthal, 2005).
- What about the role of lighting in gameplay and game mechanics?
WHY LIGHTING?
7. RESEARCH GOALS AND METHODOLOGY
- Research goal: To examine lighting in the context of
gaming, specially in the context of gameplay.
- Theoretical frame:
- Perceptual, semiotic and narrative features of lighting
- Game studies :interaction and level design
- Ancient light and shadow myths
8. RESEARCH GOALS AND METHODOLOGY
- Analysis method:
- Assessment of a sample of current commercial game levels by
means of a qualitative content analysis.
- Use of software to assess specific parameters of lighting.
9. LIGHTING IN PREVIOUS MEDIA
- Most discussions of game aesthetics and lighting have focused on similarities to cinema.
- Functions of lighting (Bordwell and Thompson, The Film Art, 1995):
- Directing the spectator’s glance.
- Defining textures.
- Giving cues about the structure of the space by means of creating reflections and
shadows that show offscreen elements.
Interior , Conversation. Cairo.
(Frederick Lewis, 1873).
Portrait of a Man in an Oriental Costume.
(Rembrandt, 1635).
10. LIGHTING IN PREVIOUS MEDIA
- According to Revault (La luz en el cine, 2003), in classic cinema the
characters’ facial expressions are more significant than the
surroundings, thus lighting usually privileges characters over the
environment.
Dr. Zhivago
(Lean, 1965)
11. LIGHTING IN PREVIOUS MEDIA
- Cinematographic approaches are good to study lighting in cut scenes.
But “games, as interactive experiences, differ from films in
significant ways” (Niedenthal, 2005, Shadowplay: Simulated
Illumination in Game Worlds).
Silent Hill 2.
Konami.
The Godfather.
F.F. Coppola.
12. LIGHTING IN PREVIOUS MEDIA
- We should pay more attention to architectural lighting patterns when analyzing
game sequences.
- Lighting in interactive sequences invites the user to interaction.
- The priority in games is to make the player aware of the relationship the avatar has
with the space he has to interact with, so lighting in games privileges spaces over
characters.
Dead Space 2.
Visceral Games (2011)
13. LIGHTING IN REAL SPACES
- Taylor and Socov, The movement of People
Toward Lights (1974):
“ There is evidence that the higher the
illumination ratio, the higher the percentage
of subjects entering to the brighter side of an
environment. For example, 100 per cent of the
subjects entered to the right when the right
side was 100 times bigger than the left side”.
14. LIGHTING IN REAL SPACES
“Luminance is a powerful variable in everyday
visual experience--it seems more difficult to
perform visual tasks such as searching or
reading, under conditions of dim illumination
than under conditions of bright illumination”
(Loftus, 1985, Picture Perception: Effects of
Luminance on Available Information and
Information-Extraction Rate).
15. VISUAL ATTENTION IN VIDEO GAMES
- Understanding players’ visual attention patterns within an
interactive 3D game environment is an important research area
that can improve game level design and graphics.
- There is experimental and empirical evidence (eye tracking
methodology) of the player’s response to visual features of
games and the impact they have upon their behavior.
16. VISUAL ATTENTION IN VIDEO GAMES
- Seif el Nasr and Yan’s study (2006) of visual perception in games
concludes that players interact with the areas of the environment
where visual attractors are placed:
“Through studying the videos and coordinate data extracted, we
found that bottom-up visual features, including color contrast and
movement, subconsciously trigger the visual attention process,
thus verifying the bottom-up visual attention theory”.
(Visual Attention in 3D Games, 2006)
17. LIGHTING AND GAMEPLAY
-The bottom-up approach identifies several features or
properties that subconsciously attract attention:
-Movement
-Color
-Contrast
-Brightness
-Lighting can act as a tool to help designers create visual
attractors and thus give rise to the expected game experience.
18. NAVIGATION CUES BY MEANS OF
LIGHTING
- Lighting attractors to guide the player’s navigation.
- Navigation cues are delivered with the aim of moving player forward,
and avoiding making the player feel disorientated.
Dead Space 2.
Visceral Games (2011)
19. NAVIGATION CUES BY MEANS OF
LIGHTING
- Lighting as a way to guide player’s movement has a greater
scope in the game experience.
- It may be the key to accomplish a task in the right way and a
useful design decision to avoid players’ failure.
Uncharted 3
Naughty Dog (2011)
20. NAVIGATION CUES BY MEANS OF
LIGHTING
-Lighting color can also be applied to support meaningful navigation.
-A yellow lit room may attract player’s visual attention because of the
contrast it executes against the rest blue lit rooms. This yellow lit room is
the one where a key to progress through the next level is found in
Darksiders.
Darksiders, Vigil Games (2010)
21. INTERACTION CUES BY MEANS OF
LIGHTING
- Lighting contrast is also apparent when showing items or affordances,
as seen in Bioshock 2.
Bioshock 2, 2K Games(2010)
22. - Meaningful use of cast shadows to suggest the presence of enemies
to the player.
INTERACTION CUES BY MEANS OF
LIGHTING
Crysis 2, 2K Games(2010)
23. LIGHT AND SHADOW MYTHS
-In the remote past, the night was a dark period, where danger and
fears often appeared.
-Night was the moment for enemies, lies, death and evil.
-Conversely, the rise of the sun every morning was considered a
moment where life came back.
- This way the sun started being a symbol of life, and many religions
easily associated light with good gods and darkness with evil and
monstrous beings .
24. LIGHT AND SHADOW MYTHS
The idea of light as a source of knowledge and
sanity, as well as its conception as a manifestation of
truth was an influential postulation in Christianity.
Jesus said, “I am the light that is over all things. I am
all: from me all came forth, and to me all attained.
Split a piece of wood; I am there. Lift up the stone,
and you will find me there”.
(The Gospel according to Saint Thomas, Logion 77).
Light of the World,
Holman Hunt, 1853
25. LIGHT AND SHADOW MYTHS
- Mazdaism monotheism based in two opposing forces: the god Ahura Mazda
(Illuminating Wisdom) and Arhiman or Angra Mainyu (Destructive Spirit) which
were constantly in conflict.
- Manichaeism believed in a eternal fight between two opposite principles:
Goodness and Evil, which were associated with light (Zurvan) and Darkness
(Arhiman).
Ahura Mazda Arhiman Mani
(the prophet of Manichaeism)
26. LIGHT AND SHADOW MYTHS
- Shadows represent the opposite powers. Parreño (2008) shows how literature has
given different meaning to shadows:.
-Symbol for evil and death, of the double person, of non real things, concealment.
“I am SHADOW, and my dwelling is near to the Catacombs of Ptolemais, and hard by
those dim plains of Helusion which border upon the foul Charonian canal.” And then
did we, the seven, start from our seats in horror, and stand trembling, and shuddering,
and aghast, for the tones in the voice of the shadow were not the tones of any one
being, but of a multitude of beings, and, varying in their cadences from syllable to
syllable fell duskly upon our ears in the wellremembered and familiar accents of
many thousand departed friends”.
Edgar Allan Poe, Shadow.
27. LIGHT AND SHADOW DUALISM IN
GAMES
- Main goal in Alan Wake: go to the light.
-Darkness equals madness and terror, nightmares and death; light equals sanity
and safety.
Alan Wake (Remedy Entertainment, 2010)
28. LIGHT AND SHADOW DUALISM IN
GAMES
- Light also equals sanity in Amnesia: the Dark Descent, thought not
protection.
- Main goal: reaching of a balance between staying hidden from the enemies
in the darkest areas, on the one hand, and recovering the avatar’s lucidity
by turning on some lights on the other.
Amnesia, The Dark Descent (Frictional Games 2010)
29. LIGHT AND SHADOW DUALISM IN
GAMES
• Shadows of the Damned :example of how creating symbolic spaces through
lighting can make game states change
Shadows of the Damned (Grasshopper Manufacture,2011)
30. LIGHTING AS A SYMBOL OF
REINCARNATION
- According to Campbell (Myths of Light) for Hinduism the idea of reincarnating is of two
orders:
-The reincarnation principle of moving a body’s soul into another body.
- The other is that principle of sheer light that never dies, the light that is
incarnate and immanent in all.
“The ultimate goal of the soul is to reach the point where it does not need to put on a
body anymore. It is released, to be not anybody, anything, to become one with the
light” (Campbell, Myths of Light).
Journey (ThatGameCompany, 2012)
31. CONCLUSIONS
• Lighting in games works not only as a means of achieving descriptive, narrative
and evocative aims, as in previous media, but also to accomplish appellative goals,
namely, as a means to invite the player to interaction.
• Through the mythical and metaphorical power of light and shadow, a number of
games create symbolic spaces where game states and winning conditions are
influenced by light. Lighting can bring protection to the avatar, limit the range of
actions the player can perform, and make enemies feel weaker. Conversely,
shadows are the place for increasing the game’s difficulty and tension. Shadows
are the place where enemies are powerful, and can trigger the insanity or even the
death of the avatar.
• Far from being a superficial element that merely demonstrates the technical
capacities of current game engines, lighting is a strong compositional and symbolic
element enabling us to model players’ interactions, both by attracting their visual
attention and by using myths and cultural assumptions which are present in the
social collective knowledge.
32. The sense of lighting inside game worlds. Myth and meaning in gameplay and
game mechanics
Marta Fernández
Simon Niedenthal
Manuel Armenteros
THANK YOU
Hinweis der Redaktion
Hello,
My name is Marta Fernandez, I’d like to introduce you to the topic of lighting inside game worlds.
Throughout history, works of art have used the compositional power and symbolism of light to create stories and trigger emotions among viewers. Lighting design has also been employed to support perception, to add depth, and to draw the viewer’s eyes towards the areas of interest in spatial compositions, paintings, photographs and cinema (Arnheim, 2004).
From the time of ancient civilizations( 2000 BC), different cultures and religions have used light and shadow to give an explanation for different mysteries and concerns that arose in their societies.
At the moment, Myths and symbolism of lighjt and shadow have been
represented in different media (iterature, comics,
Paintings, cinema, etc).
In order to carry out this study we have conducted a review of the existing literature in three main theoretical streams.
- On the one hand, we have consulted previous research in the perceptual, semiotic and narrative features of lighting in previous media and artistic manifestations.
- On the other, we have approached game studies and, specifically, interaction and level design.
- Finally, we have checked some literature regarding ancient light and shadow myths.
Within this theoretical framework, we have assessed a sample of current commercial game levels by means of a qualitative content analysis. The sampling has been intentional, in order to ensure that the most significant games were part of the Specifically, we have assessed several lighting properties (brightness, shadows and color) and the way they give meaning to different game spaces.
Most discussions of game aesthetics and lighting have focused on similarities to cinema.
Bordwell and Thompson (1995) identify the first goal of lighting as directing the spectator’s glance. According to them, the clear and dark parts of an image contribute to creating the composition of each plane, and direct our glance to determined objects and actions.
Niedenthal (2005) proposes that a cinematographic approach toward game lighting is not the most appropriate. While it’s a useful way to analyze the cut scenes and to detect lighting styles applied to show the mood, the season or the hour of the day where the interactions take place, games, as interactive experiences, differ from films in significant ways.
Niedenthal (2005) proposes that a cinematographic approach toward game lighting is not the most appropriate. While it’s a useful way to analyze the cut scenes and to detect lighting styles applied to show the mood, the season or the hour of the day where the interactions take place, games, as interactive experiences, differ from films in significant ways.
The priority in games is to make the player aware of the relationship the avatar has with the space he has to interact with, so lighting in games privileges spaces over characters.
We should pay more attention to architectural lighting patterns when analysing game secuences.
Lighting in interactive sequences invites the user to interaction.
Different experiments have been carried aout to address people’s behavior toward lighting in real environments. There is evidence that bright areas are more likely to atract people’s movements than poorly or partially lit areas.
Similarly, brightness helps people perform tasks, such as searching for information, in a more efficient way.
In this sense, lighting and its effects upon visual attention may play a significant role in improving the players’ task inside gameworld.
Understanding players’ visual attention patterns inside game environments is an important research area that caan improve game level design and grahics.
There is experimental and empirical evidence (eye tracking methodology) of the player’s response to visual features of games and the impact they have upon their behavior.
Seif el Nasr and Yan’s study (2006) of visual perception in games concludes that players interact with the areas of the environment where visual attractors are placed. As a feature of game aesthetics, we believe lighting is also a visual resource deliberately used by designers to create visual attractors and thus give rise to the expected game experience.
This visual attention pattern is called bottom-up process.
The bottom-up approach identifies several features that subconsciously attract attention: movement, color, contrast and brightness.
By means of these properties, lighting can act as a tool to help designers create visual attractors and thus give rise to the expected game experience. Let’s see some examples in the next slides.
Meaning in games is located not just in storytelling and narrative side, but also in navigation and interaction. Navigation and interaction cues are delivered with the aim of moving player forward, and avoiding making the player feel disorientated.
The use of lighting as a way to guide player’s movement has a greater scope in the game experience.
A lit window above a shadowy door may make the player perceive the window rather than the door, and check that window as the correct exit to escape from an enemy’s pursuit in Uncharted 3.
It may be, thus, the key to accomplish a task in the right way and a useful design decision to avoid players’ failure.
Lighting color can also be applied to support meaningful navigation and interaction. An example can be found in Darksiders, where the player must find a key to open a portal.
A yellow lit room may attract player’s visual attention because of the contrast it executes against the rest blue lit rooms. This yellow lit room is the one where the key is found.
This lighting contrast is also apparent when showing items or affordances.
Apart from brightness and color, we can see a meaningful use of cast shadows to suggest the presence of enemies to the player. In Crysis 2, we can see where the enemies are coming from by the shadows they cast on the walls.
During the development of this analysis, we saw that lighting was not only used to guide navigation and interaction by directing the player’s glance towards the environment’s affordances. In many cases lighting was the affordance itself, and was integrated into game mechanics. In all these cases we found a strong symbolic use of lighting.
In modern civilizations there is almost no darkness. Even at night artificial lighting illuminates almost everything. However, in the remote past, the night was a dark period, where danger and fears often appeared.
Night was considered a thrilling threat, since shapes and colors faded. Darkness could hide attackers and specters may appear in the human imagination. Night was the moment for enemies, lies, death and evil. Conversely, the rise of the sun every morning was considered a moment where life came back.
This way the sun started being a symbol of life, and many religions easily associated light with good gods and darkness with evil and monstrous beings
The idea of light as a source of knowledge and sanity, as well as its conception as a manifestation of truth was an influential postulation in Christianity.
This is true for non-Western religions as well.
Mazdaism, a dualist religion founded in Persia by Zoroaster in the century VI b.C, stablished a monotheism based in two opposing forces: the god Ahura Mazda (Illuminating Wisdom) and Arhiman or Angra Mainyu (Destructive Spirit) which were constantly in conflict.
Maniqueism, a religion that was founded by the persian Mani ( c. 215-276) was also a dualist one: maniqueists believed in a eternal fight between two opposite principles: Goodness and Evil, which were associated with light (Zurvan) and Darkness (Arhiman), each of them representing different features. The region of light was wrapped by a luminous halo, and consisted of the five members of God: Intelligence, Reason, Thinking, Reflection and Will. On the other hand, the Darkness region has five abysms: Smoke, Fire, Water, and Obscurity.
Shadows represent the opposite powers. Parreño (2008) shows how literature has given different meaning to shadows.
They are a symbol of evil and death, of the double person, of non real things, concealment.
“Follow the light” is the most basic instruction in Alan Wake.
The primary game mechanic encompasses the interaction with light sources to make enemies (coming from the Dark Presence) weaker, making defeating them or escaping easier. Darkness equals madness and terror, nightmares and death; light equals sanity and safety.
In this respect, the idea of lighting is strongly linked to the ancient myths where lighting was considered as a symbol of protection and sanity.
Amnesia: The Dark Descent creates suggestive gameplay. The primary game mechanic encompasses the reaching of a balance between staying hidden from the enemies in the darkest areas, on the one hand, and recovering the avatar’s lucidity by turning on some lights on the other.
Shadows of the Damned provides us with a useful example of how creating symbolic spaces through lighting can make game states change.
At the end of Act 2 we can see how lit areas are useful for fighting the horse that the monster is riding (a weak area of the horse’s body becomes activated), but how conditions for defeating the monster are better inside the dark areas (his weak point becomes available for the player only in this part).
Apart from these ideas have lost strength in our day, there is still a cultural or mythical identification of light as spiritual illumination (Campbell, 1978).
Although the ending of Journey is somewhat ambiguous, we can see how the meaning of light in Journey could be similar as the oriental thoughts about reincarnation.
According to Campbell (Myths of Light) for Hinduism the idea of reincarnating is of two orders:
The reincarnation principle of moving a body’s soul into another body.
The other is that principle of sheer light that never dies, the light that is incarnate and immanent in all.
Now one of the aims of all the high-culture religions on the Oriental side of the line is to realize one’s own identity with that solar light . “The ultimate goal of the soul is to reach the point where it does not need to put on a body anymore. It is released, to be not anybody, anything, to become one with the light”