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In this section you can find images of my Set Dressing and light setup work for several project . I utilize asset placement, various visual effects and filters to create atmospheric ambience, direct player attention and evoke player emotions. In level design terms my focus is on establishing clear paths, landmarks and ensuring visibility between the various Points of Interest.
My interest in set dressing and lighting naturally supports with my other interests in game and level design - environmental storytelling, player engagement, balancing and directing player attention and ensuring a steady "flow" of the experience.
Autumn_Forest | OG_Bes | Using DecalsDecals are extremely useful for easily creating visual variety from limited assets. One useful approach is to use custom materials on decals -in this case animated emission maps and speculars |
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Object Color as Landmarks"Deconstruction" utilizes strong color-coding to compensate for its limited assets and lack of landmarks - Red is first introduced as "desirable" through collectibles. Afterwards red is also used to designate distant objects in the environment and provoke player exploration in those directions. | Lighting DirectionThis was one of the very first in-game areas in "Old Gods". It utilizes a single global light-source. However the area layout, combined with the "mood light" illustrated in the skybox, resulted in a very complete feeling from the get-go. | Nordic_Spring |
Winter_Test | Composition ExerciseThis simple scene was created in 45 minutes using Unity 5 - I wanted to limit myself and use less than 10 assets to create an "area you feel like getting lost in" | |
Obscuring The PathObscuring the path to a destination is an easy way to expand player's idea on how complex a problem is. In this case the environment is a garden that has fallen in disrepair - the movement path is a standard "horse shoe", yet various small environmental assets are used to both hide the path and create minor traversal challenges. | Shadow PlayAn example of how exaggerated shadows can be used to create vibrant visual, even with very simple core assets. | Early Work - "The Trivial Areas"This path in Thin Lines serves no particular game-play and holds no important NPCs, yet it was still important to make it visually appealing. It is one of the more convenient and easy to notice shortcuts from one PoI to another. Also as a slightly secluded location it allows for more suspicious activities from the players. |
Early Work - Handling "Emptiness"In this scene from Thin Lines the idea of a vast, open festive space needed to be communicated. Even if in real life such a space would most likely be an empty grass field, in game context the feeling of "emptiness" needed to be solved by filling it with visually catching, but game-play irrelevant objects. | Early Work- Arabian SetOne of my earlier attempts at set dressing, done with a modular kit I created. It utilizes only a single directional light and has no complex shadows, yet still manages to create nice atmosphere of desolation. | Early Work - Shadow PlayIn this scene a pulsating pale light is used to created exaggerated shadows in an otherwise simple environment. As the light intensity is animated and the light-source itself moves this shadow play serves to provide dynamic to otherwise static environment. |
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