Remaking Celeste’s Lighting
<p>A large part of <a href="http://celestegame.com/" rel="noopener ugc nofollow" target="_blank">Celeste</a> is its mood and atmosphere. We’re trying very hard to make it feel like you’re exploring (and overcoming) a Mountain, and so lighting plays an important role.</p>
<p>We decided early on the lighting had to interact with the environment. As the game is about maneuvering and climbing through difficult terrain, having simple “Spotlights” wouldn’t cut it — the lights needed to actually hit walls.</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:770/1*EzapJgvWY8uM3LviqRUmDA.png" style="height:350px; width:700px" /></p>
<p>Left: Lights that collide with the terrain, Right: “Spotlights” that have no ineraction</p>
<p><strong>MESH IMPLEMENTATION</strong><br />
My first implementation of the lighting was fairly complicated. I wanted something that would be fast and allow us to have lots of lights, so I decided the best way to do this would be to construct a Mesh for each light, and draw them all at once.</p>
<p><a href="https://medium.com/@NoelFB/remaking-celestes-lighting-3478d6f10bf"><strong>Website</strong></a></p>