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Spellbound Spire - Lighting for a VR game

Some lighting I did for our 3rd year student game, Spellbound Spire, a non-euclidian VR experience set in a magical tower in Al-Andalus, that's taken over by magical corruption. The game runs on Unity (Lightweight Render Pipeline) and utilises the Bakery GPU lightmapper. This was my first time working as a lighting artist in a game, but it proved to be an excellent learning experience that was both a challenge and a delight to work on. The biggest challenge came from the fact that our team really wanted a steady 90+ FPS for our game in order to prevent nausea, which meant very heavy limitations on what we could do with lighting. My task was effectively to make less seem like more.

If you want to try out Spellbound Spire, it's absolutely free to play, and it's up on Steam! Be sure to read the hardware requirements and other details found on the Steam page for optimal experience.

This room is actually one that the player gets to see late in the game. It's where reality is the most unstable.

This room is actually one that the player gets to see late in the game. It's where reality is the most unstable.

The Main Menu of our game had to be a 3D space, as it is a VR game after all. This angle isn't somethig the player would see, but images can't do justice to the view from the playspace, so I chose to show this angle instead.

The Main Menu of our game had to be a 3D space, as it is a VR game after all. This angle isn't somethig the player would see, but images can't do justice to the view from the playspace, so I chose to show this angle instead.

The courtyard is the only view to alarger exterior area in the game. It posed an entirely different challenge from the interior scenes.

The courtyard is the only view to alarger exterior area in the game. It posed an entirely different challenge from the interior scenes.

A top-down view of the library level.

A top-down view of the library level.

Finally, this is the end area, where the player gets to seal the corruption once and for all.

Finally, this is the end area, where the player gets to seal the corruption once and for all.