Atmospheric Alchemy: Light and Particles in Environments

The Library - Level Design

When a player first encounters a level, their initial impression might be that it looks fantastic. However, there are aspects of the environment that they might not immediately notice or pay much attention to. This is not necessarily a negative aspect; while sound is often acknowledged as one of the major contributors to setting the atmosphere, the effectiveness of lighting and particle effects should not be underestimated. When these elements are meticulously crafted and placed, they work on a subconscious level to enrich the overall experience. Depending on the type of game, level, or genre, players will subconsciously absorb the finer details, and when combined, these details create the environment they are witnessing.

In my project, I recreated a library using prebuilt assets to demonstrate this concept. At first glance, the library appears to be a normal and well-designed space. However, when creating the level, one crucial factor to consider is the emotions or feelings I want the player to experience. Do I want them to feel calm and cozy, intrigued and curious? Or do I want them to feel unease, stress, and uncertainty? The answers to these questions are not solely determined by the placement of assets within the environment but are significantly influenced by the effective use of lighting and particle effects.

Through this level, I aim to showcase the impact that can be achieved when lighting and particle effects are thoughtfully integrated, allowing the environment to undergo dramatic transformations and evoke distinct emotional responses in players.

The combination of volumetric lighting, bloom and post processing effects can instantly create an extremely warm and thoughtful environment

In order to achieve a low hanging mist within the dark environment I used UE5’s Niagra system.