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World and levels › Space and combat

Interior and exterior

Know first: Direct and indirect light, Fog and post-processing

A room in a game is not a small street, and the entrance to a house is one of the hardest places in a game world. Indoors the sizes are different, the light is different and the camera is cramped, and at the doorway all of this changes within a second. This lesson covers scale indoors, the move from light into shadow and auto exposure. After that come windows and fixtures, doors, the story a room tells, and four ways to keep interiors in a big world.

Why this matters

The player runs along a sunlit street and walks into a house. The screen goes black for a few seconds: the camera is still set for the sun. Inside, the camera behind the player runs into the walls, and the doorway feels narrow. Going back out, the opposite happens: the street flashes white.

Real life does the same. You step from bright sun into a stairwell and for a couple of seconds you can’t see anything, until the eye adapts. In a game the designer decides how long that takes, so the threshold between street and room is a design problem of its own.

Further in the article

  1. Scale indoors
  2. The threshold: from light into shadow
  3. Light indoors: windows and lamps
  4. Doors and windows
  5. The room tells a story
  6. How interiors live in a big world
  7. How to check
  8. Where it breaks
  9. Connections: the same idea in other fields
  10. Sources and further reading
  11. Key points
  12. Test yourself