Lighting is not only for helping the player see the scene. It can also create emotion. Theatre, film and architecture use lighting to influence how people feel, and games can use the same ideas. Designers can treat light as another tool, like character, story, sound or gameplay. Light interacts with surfaces to create brightness, colour, contrast and shadows. Designers need to understand these basics to use lighting well.
Lighting is one of the most powerful tools for shaping the emotional tone of a game. For example, warm, bright light often makes players feel safe and comfortable, while dim, cold, or coloured lighting can create tension, fear, or mystery.
In horror games like Silent Hill, low lighting and shadows are used to build anxiety, making players feel uncertain about what is ahead. In adventure or exploration games, bright, open areas create a sense of relief or safety. The choice of lighting colour, intensity, and direction can all influence the player's emotional experience. Designers can take inspiration from theatre and film, where lighting has long been used to evoke specific moods and emotions.
Lighting is an essential way to guide players through a game world. Instead of using on-screen indicators or arrows, designers can use light to draw attention to important objects, paths, or goals. A brightly lit doorway can indicate where to go next, while shadowed areas can hide optional paths or secrets, encouraging exploration.
Spotlights, light shafts, or contrasting colours can be used to direct the player’s eye toward key gameplay elements. When used effectively, lighting reduces confusion and frustration, making the environment intuitive and immersive. Poor lighting, by contrast, can make players feel lost or unsure, which may break immersion.
Below is a good example, here the shaft shows at the top of the pyramid, indicating the intended destination for the player. The player can then look at what path to take to get there.
In some games, lighting itself becomes a gameplay mechanic. For example, stealth games rely on shadows to let players hide from enemies, while horror games restrict visibility to increase tension. Puzzle games may require players to manipulate light sources or use light and shadow to solve challenges.
This means that lighting is not just decorative, it can directly influence how players interact with the game world. Understanding how light interacts with surfaces, objects, and characters allows designers to create gameplay that feels natural and meaningful.
In Allen Wake lighting is used to protect the player from enemies. Sparse lighting sources around the map can provide safety and the finite source of the players torch can help ward off enemies.
Lighting works alongside environment design to tell stories without words. Environmental storytelling uses props, architecture, and ambience to convey narrative, and lighting enhances this effect.
A flickering light can suggest danger or malfunction, while a single lit window might indicate an important location. Transitions from dark to bright areas can represent progress, safety, or hope. Subtle changes in lighting over time, such as day/night cycles or weather, can reinforce the game’s narrative and make the world feel alive. By controlling what players see and don’t see, lighting becomes a narrative tool as important as dialogue or cutscenes.
In realistic games, lighting mimics real-world behaviour using accurate physics and rendering. Natural light sources like sunlight and moonlight create believable environments. An example is the immersive Wild West in “Red Dead Redemption 2.”
Stylised games don’t aim for realism. Instead, they use exaggerated colours, unique shading, and creative light sources to create distinctive visuals. The vibrant, cel-shaded world of “Borderlands” is a great example.
Atmospheric lighting focuses on creating specific emotions through colour, intensity, contrast, and effects like volumetric lighting. “Dark Souls” uses dark, moody lighting to match its challenging gameplay and gothic setting.
Horror: Uses stark contrasts, limited light, and desaturated colours (e.g., “Amnesia: The Dark Descent”).
Fantasy: Features magical glows and ethereal light (e.g., “Ori and the Will of the Wisps”).
Sci-Fi: Includes neon lights, holographic displays, and sterile lighting (e.g., “Cyberpunk 2077”).
Western: Highlights warm sunsets and campfires (e.g., “Red Dead Redemption 2”).
Noir: Uses dramatic shadows and smoke (e.g., “L.A. Noire”).
This does not mean you should not experiment with different types of lighting. There are no set rules on how a game should look.
Treat lighting as a vital part of your game’s visual design, not an afterthought. Plan for lighting early, from concept art to level design. Consider how light will affect your environments, characters, and objects to make better decisions about materials, textures, and gameplay.
Lighting requires trial and error. Try different setups, test your levels, and get feedback from others. Be bold and explore unique techniques. The more you experiment, the better you’ll understand how light can enhance storytelling and immersion.
Learn about lighting by observing it in real life. Notice how light interacts with materials, how shadows change throughout the day, and how colours vary under different lights. Look to photography, film, and art for inspiration. Take photos or create mood boards to capture the lighting effects you want in your game.