Colossal Cave: Lighting

Created cookies for the lamps, created and balanced post volume and effects

Created cookies for the lamps, created and balanced post volume and effects

Created some "trippy" lighting and post effects to emphasize the 70's acid aesthetic.

Created some "trippy" lighting and post effects to emphasize the 70's acid aesthetic.

Rebalanced lighting, saturation, and post, to make the area feel as hot as the in-game description.

Rebalanced lighting, saturation, and post, to make the area feel as hot as the in-game description.

Adjusted tiki light models to cast more accurate shadows, and tweaked the fire under the cauldron to be more vivid.

Adjusted tiki light models to cast more accurate shadows, and tweaked the fire under the cauldron to be more vivid.

Created lighting for the area with an emphasis on the waterfall, balanced post and

Created lighting for the area with an emphasis on the waterfall, balanced post and

Balanced lighting and intensity, updated lamp model to cast accurate shadows.

Balanced lighting and intensity, updated lamp model to cast accurate shadows.

Adjusted colors to be more vivid, lighting to make a stronger silhouette on the dragon

Adjusted colors to be more vivid, lighting to make a stronger silhouette on the dragon

Implemented caustic elements through light cookies and balanced post

Implemented caustic elements through light cookies and balanced post

Here's a collection of some of my favorite areas to have worked on in Colossal Cave from Cygnus Entertainment with lighting/ post-effects as part of their Graphics 2.0 update.

Included in the update are tonemapping, dynamic shadows, light cookies, and more.

Environments in Unity and rendered using URP.