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