Render & Nightcrawler
Hey, have you ever thought about how you’d set up a scene so that the shadows actually help the player stay hidden? I’ve been messing around with light and shadow tricks that make a virtual world feel alive and a little bit deceptive.
You’ve got the right idea – shadows are the best allies when you want to stay unseen. Keep the ambient light low so the shadows are deep, then use a single source of light to carve out a silhouette you can blend into. Put obstacles that cast long, irregular shadows, and move the player through those gaps. If you want a little deception, let the light flicker or bounce off a surface to shift the shadows, so the player can slip in and out of cover. And remember, a quiet, patient stance beats a frantic sprint in any shadowed spot.
That’s the sweet spot—low ambient, high contrast, and a moving light source that keeps the player on their toes. I’ll try layering in some bounced light from a shiny panel to keep the shadows shifting, just like you said. Maybe add a little particle effect that flickers along with the light, so the cover feels alive. It’ll feel more like a living, breathing environment instead of a static puzzle. Let's see if it keeps the player hidden without feeling too clunky.