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Visual Horror and Lighting (Part 3.2)

Seeing Without Revealing.


The black levels problem.


As an alternative to surrendering the level of black entirely to the fortune, we can take advantage of post-processing techniques and film-grain effect to fill (lift) the blacks. This approach allows for more control over the darkest areas of the screen, enhancing the visual consistency.  Do you remember this film grain filter in Resident Evil games? Yes. Most likely, this is not a purely decorative feature.



How to light the night.


I have identified two main methods, both are based, more or less, on nature of our visual perception:


In darkness, we struggle to discern color and the outlines of objects; the image becomes, as it were, noisy. Try sitting in the dark and waiting for your eyes to adjust.



1) Conventional night.


To depict night in movies and games, filmmakers and game developers often use blueish filters on camera or lights that fill the entire scene. (See day to night conversion). That mimics our monochromatic vision in low light while keeping everything reasonably visible. And the viewer usually accepts this conventionality.


With this approach, the environment remains clearly readable, making it easy for the player to navigate. However, creating an atmosphere of frightening uncertainty lurking in the darkness in this way is challenging.



2) Realistic night.


Setting the real contrast and dynamic range, maintaining exposure, as a way to achieve the effect of "seeing everything but seeing nothing". Also forcing players to use a flashlight.


This can also balance the player's comfort-discomfort experience:


In the “safe zone” exposure is adjusted to the brightness of lamps. So everything outside of this zone feels like absolute darkness and uncertainty to the player.


But outside of the “safe zone” (if the player is brave enough) the exposure adapts to the low light, solving the problem of the player not seeing anything and getting lost in the level.



I personally prefer the second option, especially for horrors.


People usually play horror games at night or in the dark to maximize their experience. Unlike some other game genres, which are played around the clock, horror games can afford a more subdued, low-key approach to enhance the immersive experience of fear and suspense.



Wandering in the Darkness: Player Navigation.


To help with the navigation, silhouettes and distant lights are used. If we want to keep our player in darkness, but still want him to move through the level. Players naturally move towards light or, more precisely, they notice areas of high contrast. Surrounded by darkness with only few details, players will notice high contrast inevitably.


With these tricks, you won't be afraid of the dark anymore.


You'll be like Riddick, mastering the shadows and moving with confidence in the dimmest light. Embrace the darkness as your ally, letting the suspense thrill but never terrify you😁👻


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