[Link] Lighting Design Theory for 3D Games

I happened to chance across this series of blog posts on Twitter:


And with also attending his talk at GDC this year (http://www.blog.radiator.debacle.us/2015/06/local-level-design-and-history-future.html), and having worked with realtime engines for a while now (having mostly stayed in the comforting world of mr/VRay/Arnold in school and in my early career), a fundamental principle between all of these still stay the same. The hacks that we apply, whether in aiShaders instead of using aiStandard in order to avoid render times of days, or lighting our game environments by using vertex painting to simulate indirect illumination, are all in aid of not just achieving a physically-correct model. That’s just to maintain a cohesive workflow. The real goal is to achieve the correct lighting design, and thus, impart the right mood to the end-user who will be viewing/exploring the space that you’ve lit.

Something to think about more carefully as we start to move into the age of relying on features such as IBL and VXGI to cloud our judgement of what constitutes good lighting design. Good reads.