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Cut the Lights: Unity Experimentation
This is a project I have been working on as I learned more in Unity. The original premise was an pitch black atmosphere where the lights are attached to enemy security turrets. These turrets patrol the levels and provide light for the area. Players must decide which turrets they need to destroy and which they need to keep alive to get through the level.
Prior Iterations

Current

The left image is my first ever iteration of the project. As seen, the original lighting was quite poor. The scene was still bright enough for players to navigate around, even without the security turret lights. In the current version I converted the Unity file into URP. I improved the scene lighting, altered the and baked it.


In prior iterations the turrets seemingly floated around the levels with no indication on what they were. I used the shader graph to give each turret a translucent barrier to show its range, which turns red upon entering it. I also added a shield to unkillable turrets whereas before it was only distinguished through color.


Added more complexity to the levels. Originally it was very straight forward: spawn -> pickup prefab -> turrets. Now, the player starts in a jail cell and they need to fine the pickup prefab. Added atmospheric lighting that flickers and turns red when the prefab is picked up.
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