Website powered by

FPS Brightness Process

While working on MP maps at times we'd get the feedback that the maps were "too dark". This was often a generalized comment that could eventually end up in bringing the ambient value up so far that volume was lost. Thanks to a VERY patient level designer, we hit on the idea of areas of shadow "big enough for a player to hide in" . From there we were able to define a standard process for evaluating and balancing mood and playabilty.