The Level Design Book
BookResources
  • The Level Design Book
  • ✨What is level design
  • Book 1, Process
    • πŸ—ΊοΈHow to make a level
    • 🧠Pre-production
      • Pacing
      • Research
      • Worldbuilding
      • Scope
    • πŸ”«Combat
      • Enemy design
      • Encounter
      • Cover
      • Map balance
    • πŸ› οΈLayout
      • Flow
        • Circulation
        • Verticality
      • Critical path
      • Parti
      • Typology
        • Gates
    • 🏠Blockout
      • Massing
        • Landscape
        • Composition
        • Prospect-refuge
      • Metrics
        • Modular kit design
        • Doom metrics
        • Quake metrics
      • Wayfinding
      • Playtesting
        • Player persona
    • πŸ“œScripting
      • (stub) Navigation
      • Doors
    • β˜€οΈLighting
      • Three point lighting
      • D6 lighting
      • Lighting for darkness
    • 🏑Environment Art
      • Shape and color psychology
      • Texturing
      • Storytelling
      • Optimization
    • 🌈Release
  • Book 2, Culture
    • 🦜Level design as culture
    • History of the level designer
    • Zero player level design
    • (unfinished pages)
      • History of architecture
      • Structural engineering primer
      • History of environment art
      • History of furniture
      • History of encounter design
  • Book 3, Studies
    • πŸ”How to study a level
    • Single player studies
      • Undead Burg (Dark Souls 1)
      • Assassins (Thief 1)
      • (STUB) The Cradle (Thief 3)
      • (STUB) Sapienza (Hitman)
      • (STUB) Silent Cartographer (Halo 1)
    • Multiplayer studies
      • Chill Out (Halo 1)
      • (STUB) de_dust2 (Counter-Strike)
    • Real world studies
      • Disneyland (California, USA)
      • (STUB) Las Vegas (Nevada, USA)
  • Book 4, Learning
    • πŸŽ’Notes for educators
    • Project plans
      • Classic Combat
      • (Unfinished WIP pages)
        • Modern Combat
        • Modern Stealth
        • Exercise: Direct Lighting
        • Exercise: Whiteboard 2D
        • Level Design Portfolio
        • Design Test: Adaptation
        • Exercise: Layout
        • Exercise: Verticality
  • Appendix
    • Tools
      • TrenchBroom
    • Assets & Resources
      • Recommended talks
      • Recommended books
      • Quake resources
        • How to package a Quake map/mod
      • File formats
        • FGD file format
        • MAP file format
        • MDL file format
    • Communities
    • About this book / authors
    • License / copyright
Powered by GitBook
On this page
  • βš€ 1. Focal point
  • ⚁ 2. Focal frame
  • βš‚ 3. Path / boundary
  • βšƒ 4. Space
  • βš„ 5. Space with focal point
  • βš… 6. Space with framed path
Export as PDF
  1. Book 1, Process
  2. Lighting

D6 lighting

Spatial interior design lighting theory with six lighting strategies

PreviousThree point lightingNextLighting for darkness

Last updated 2 years ago

D6 lighting uses the six faces of an ordinary six-sided game die (1d6) (βš€ ⚁ βš‚ βšƒ βš„ βš…) to help you remember different lighting strategies.

This strategy is about lighting for , not just lighting from a specific view or camera perspective. It represents a more architectural and spatial approach to lighting a level, and in most cases, we encourage you to prioritize this type of lighting theory over three point lighting.

βš€ 1. Focal point

Place a lone light source to emphasize a specific point or place, to suggest the player approach this exact location.

A point light treats all angles equally, while the directionality of a spotlight suggests more of a specific angle of approach or intention. Imagine a lone window, campfire, car headlights, flood light, a dramatic lone stage light angled down.

⚁ 2. Focal frame

Place two similar light sources next to each other to frame something in the space between. It will suggest an approach that is perpendicular to the frame.

Frame an entrance or exit. Torches, sconces.

βš‚ 3. Path / boundary

Angle spotlights toward a wall to "wash" the surface evenly

βšƒ 4. Space

βš„ 5. Space with focal point

βš… 6. Space with framed path

β˜€οΈ
flow