



Generator Room
The Generator Room is a map that I assisted in constructing. The primary Level Designer behind this map secured an internship with Tencent, so it was my responsibility to take over the fine details that were added later, and the overall lighting of the map. The objective of this map is to survive two minutes while the side-kick, Rick, hacks the doors to let the player leave. One thing to consider, the Generator itself disperses harmful shockwaves that stretch across the level, so it's up to the player to rely on the audio cues the machine makes to know when to jump and avoid it. Once the timer runs out, the player must eliminate surviving enemies and progress forward.

Lighting angle #1
The idea of this map was to keep it slightly dim. This was because as Nadia infiltrated the complex, the emergency lighting procedures took effect. However, one thing to note is that the generator room is the second-darkest room in the game, inspired by generator rooms in large complexes that aren't typically well-lit. With that said, I wanted to take that direction with the lighting.

Lighting angle #2
The ring lights on the ceiling are what illuminate the space the most. What you cannot see are some spot lights I placed on either side of the generator to illuminate the machine a little more. This gives it more presence, and tells the player to keep an eye on it as it continues to periodically disperse harmful shockwaves.



Lighting angle #3
Finally, I added the alarms on the four walls of the rooms. These periodically flash and shine a red light. Along two corners of the space are panels with red lights beneath them, thus giving some more atmosphere to the room. Smaller lights on the chassis of the enemy spawners give them more realism and presence, so it's not just a silhouette of a static mesh. I had a lot of fun lighting this level.