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Please note this post is about To Azimuth, not Three Fourths Home. To Azimuth is the upcoming 2017 project from [bracket]games. We hope if you enjoyed Three Fourths Home, you will also be interested in following the progress we're making with To Azimuth (and will also enjoy it when it's released!).
Hey everyone.
Another post! This time we wanted to share with you a little info on the lighting in To Azimuth.
In the game's larger areas, lights brighten and dim based on the camera's location. In addition to providing a surreal aesthetic/feeling, this method also allows for more 'real-time' lighting without absolutely crippling performance.
The lighting is heavily influenced by stage lighting, allowing changes to lights in real-time that are not quite 'realistic', but instead provide a somewhat surreal and stage-like quality.
Between inside and outside areas, ambient lighting composition may change.
Hope this has been enlightening for you.
Until next time.
Matt
http://store.steampowered.com/app/404380
Please note this post is about To Azimuth, not Three Fourths Home. To Azimuth is the upcoming 2017 project from [bracket]games. We hope if you enjoyed Three Fourths Home, you will also be interested in following the progress we're making with To Azimuth (and will also enjoy it when it's released!).
Hey everyone.
Another post! This time we wanted to share with you a little info on the lighting in To Azimuth.
In the game's larger areas, lights brighten and dim based on the camera's location. In addition to providing a surreal aesthetic/feeling, this method also allows for more 'real-time' lighting without absolutely crippling performance.
The lighting is heavily influenced by stage lighting, allowing changes to lights in real-time that are not quite 'realistic', but instead provide a somewhat surreal and stage-like quality.
Between inside and outside areas, ambient lighting composition may change.
Hope this has been enlightening for you.
Until next time.
Matt
http://store.steampowered.com/app/404380
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