LC #42 Pipers Alley

View Full Version : Game environments in BGE

09-01-2010, 06:11 PM
I've been focusing on using blender for a while now.
I'll work with non open source apps at a day job, if I find another one.

Just would like to post what I've done.

These are all rendered in Blender's game engine.

Hope you like them.

Maybe you see something that needs improving? Let me know.


09-07-2010, 03:44 PM

I'm still in the process of updating my portfolio.

09-14-2010, 09:34 PM
Nice work,

the quality of the modelling and of the textures is Imo good,

only the lighting needs a whole lot of rethinking.

Yellow and red spotlights with very sharp edges just look do not look right.

Try using shades of yellow and brown, and, mostly, set the edges to be very soft.

09-14-2010, 11:03 PM
Thanks Rahl.

I have to agree with you.
I wanted to create something that stood out and that would direct the player. But I guess it's not working quite right.

I'll revisit it.


09-15-2010, 04:23 PM

if your trying to get players from point A to B to C generally speaking the best way is using a combination of blocking volumes, hints and assets.

Try to set blocking volumes around the area so that the player cant go after a certain point, where there is a blocking volume put any asset that would realistically block the player, this way he doesnt end up running against invisible walls.

A good way to direct players is using roads and subtle hints such as lights, also players will instictively move towards areas with more assets and avoid areas that look dull.


when creating lighting for interiors the color of the lights sets the mood. For tight spaces that are supposely meant to be claustrophic it's best to use soft red lights or a combination of complimetary color lights such as orange and blue.

In any case when lighting game interiors its Imo better not to use pure white lights as they look dull.

Again nice work.

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