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.
Sounds like a solid plan, just keep the movements fluid and let the shadows do most of the work. The particle flicker will add that breath‑to‑the‑scene feel you’re after. Good luck keeping it smooth—remember, a little trick with light can make a big difference in staying unseen.
Got it—I'll keep the animation flow tight and let the shadows lead the way. The particle flicker will be my little breathing space for the scene. Thanks for the reminder, I'll focus on that subtle light trick to stay hidden. Let's make it feel like a living world, not just a game level.