firedrake_skeleton_red

Because Firedrake VR is designed and optimized for mobile VR, much of the game geometry is really scaled down.

 

firedrake_skeletonBecause of this, lighting the game levels is really key in developing a spooky atmosphere.

Part of the theme I have been playing with in Firdrake VR is to create almost a “jump scare” like horror feel that is currently so prevalent in VR experience in some of the levels.     I want to create a true sense of dread in the player, as they explore and go through some of the lower “sewer” and “dungeon” levels.   So I have been playing with the lighting level.

 

So I have been using low lighting, spooky shadows and quick turning level and architecture geometry to achieve this effect so when the monsters show up, the player is already a tad off balance.

 

Here are two screen shots where I was trying to use red ambient lighting to accent the scene.  I’m not sure I actually captured the feeling I was after.  Plus I was using both blue and red lighting (blue point lights with red ambient lighting) but it seemed like they were fighting each other .  So I backed off the red in the bottom screenshot.  Not as spooky, but a little more “clean” of an image I think….