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Cinematography/lighting for levels

Archive: 10 posts


Well i think Cinematography aka lighting can be easy to forget about when making a level, here some that may help you you get some ideas i know its about movies but the basic all here

YouTube - Cinematographer Style - Lighting

Cinematography/lighting can really help you get a mood for the look of your level

I really like useing black and white I love drawing and alot of it is black and white so i really like to play with the idea of lighting

I be thinking about about lighting in my new level im working on alot so keep your eyes out for it and i hope you will enjoy
2009-06-10 22:37:00

Author:
jump_button
Posts: 1014


Video is definitely full of alot of truth. I'm all about this in most of my work and have been doing it since I first noticed the LED and cameras... I constantly shift LEDs and spotlights all over the place from every position and angle, and play with the camera, dropping down on foot and giving a run through of every section to see how it all looks and feels (as well as how it effects the fluidity of play). Since the GLS came out, I've been able to do even more, but that also means more playtesting - yes, I playtest visuals as well as much as I do gameplay and bug testing.

Only thing that hampers it is that drawn out perspectives and heavy lighting can give levels alot of slowdown, and lighting in general can eat up therm depending on how you want it done.

In that instance, one of those quotes comes in handy - if something's going wrong, it's usually too much of something, and not that you need more.

Good thread.
2009-06-10 23:53:00

Author:
Unknown User


I'll have to watch the vid later, but I too rely heavily on lighting. I've worked in film so I definitely translate all that I've learned into level creation, and my brother is a lighting designer and I've worked closely with him in our last band. Lighting really can make or break a level and is grossly overlooked and misunderstood by the average creator IMHO.

EDIT: Just checked out the vid. There's some good points, but many do not and can't realistically translate into LBP for various reasons... such as flags and reflectors. The basics are in there though... good post for sure.
2009-06-11 02:13:00

Author:
Rustbukkit
Posts: 1737


Thanks for posting

Lighting was one of the areas that i really wasn't confident about,
if ever i only used it to make colours look a lot stronger
It's nice to see how experts use it to change the mood of a scene though

Kind of excited to make a level and experiment with some of the lights now
2009-06-11 03:09:00

Author:
Dexiro
Posts: 2100


I always use lighting

I don't have a single level that doesn't have at least 2 dozen lights used for looks, honest

Cold Clockwork uses orange lights to emphasize the oppressive industrial feel of the level, whereas LittleBigFallout used lighting generated by broken lighting fixtures, neon signs, and ruined electrical machines...

It's very dependent on the art style, atmosphere, and mood of the level
2009-06-11 03:29:00

Author:
Aurongel
Posts: 221


I'm a professional lighting designer, so lighting is key for me. It's why I completely turned the lights off on Dark/Light and lit the entire level with LED's/Spotlights. I haven't counted, but there are probably close to 200 lights in that level, maybe more.2009-06-11 14:52:00

Author:
ZipCity
Posts: 208


I love that you framed the topic in the context of motion picture cinematography. I'm a Vancouver based filmmaker, and have worked as a cinematographer, camera operator, 1st and 2nd Assistant Camera, grip, and electric. Cinematography is a passion for me. Always happy to see someone who's seen Cinematographer Style as well!

LBP has a pretty cool array of tools with which to light. There are a few places in my level The Movies where my perfect light placement unfortunately resulted in the occasional blatant view of the light source itself. I shrugged it off because it just looked so nice, light bulb in the shot or not.

but obviously, that level has a highly-stylized, chiaroscuro, german-expressionism aesthetic, so it's all about the lighting in many ways. I tried to keep it varied so it doesn't hold the exact same contrast all the way through.

I would definitely stress lighting in level creation in this game. For me, mood is paramount, and there are few tools in the LBP creator's arsenal more suited to defining the mood of a level than the lighting. it's worth spending a lot of time on, tweaking, re-tweaking, and then re-re-tweaking. Try it in the dark. Try soft lights. Try foggy lights. Hard lights. Spotlights. ambient lights. It really is worth nitpicking over. Same goes for the music, for that matter! I just wish we had more musical tools, even half as much as lighting.
2009-06-12 09:56:00

Author:
Teebonesy
Posts: 1937


I've only just started using spotlights for ambience, using the global lighting tool really triggered my appreciation for exactly how much lighting can enhance the experience.

It might be quite useful to get a short list of levels that really excel in their use of light and shadow, although not necessarily in a flashy (no pun intended) way. I played a level thats up on the Cools y/day called 'Dark Temptation' (Rio_Lotta) that i gave 5 stars to, simply because his caves were lit (or more specifically 'unlit&apos so beautifully. He hasn't done anything to draw attention to it, its all pretty naturalistic but it looks among the best I've seen.
2009-06-12 10:46:00

Author:
julesyjules
Posts: 1156


I haven't watched the whole video, but there's some good points in there that are also the same for LBP. Thanks for posting that, it's actually kinda gave me ideas about lighting.2009-06-12 20:17:00

Author:
lk9988
Posts: 1077


Wow, I really love that this has so much depth and room for artistic expression that a whole group of us can get excited about the use of lights to set mood and style in a level...

I'm studying film at university and I hope to eventually claw my way up to cinematographer one day, but in the meantime I love using lights, fog, gas etc. to create interesting visuals and atmospheres in my levels. Now if only they would update the game so that lights aren't hidden in the most counterintuitive and annoying part of the pop-it!!!
2009-06-16 13:41:00

Author:
CheesyMcFly
Posts: 211


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