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Rec Room: Make It To Midnight Lighting

In 2023, I was tasked with doing a lighting pass on a level used for an upcoming in-game event (Rec Room Original). My work included the following:

  • Outdoor lighting (directional and ambient sky lighting)
  • Reflection Probes
  • Fog (also worked with the design team to set its density dynamically through gameplay)
  • Skybox Material (and tuning placement/materials of distant background elements
  • Motivated light sources (fixtures, string lights, ride lights, etc.)
  • Unmotivated fills lights to maintain minimum visibility throughout the level
  • Accent lighting for various gameplay objects
  • Post Processing


See the official trailer for the event here:

One thing to note for context: the entirety of this lighting was done without the use of cast shadows, mainly due to the performance constraints of shipping for multiple platforms. To account for this, I put extra work into controlling the attentuation of light sources to minimize bleeding where possible and creating the illusion of soft shadowing. Without further ado, here's a couple of beauty shots from the level:

And while this isn't the most glamorous angle to look at this from, here's a couple of shots from above the map: