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I wanted to use the lighting to create a moody, immersive atmosphere. The intention was to make the player feel as though the castle was cold and uninviting.
The lighting in the screenshot is only used on playable areas where necessary. This was important to keep the upper areas where the player can't access especially dark because of the lack of lighting wouldn't effect game play and would create a looming, ominous feeling.
Guidance and Orientation
It was important to draw attention to valuable items via the lighting despite also trying to keep the map darker. Areas that were not the main walkway were kept slightly shadowed.
In this screenshot the lighting is most present around the shotgun in order to draw the most attention to it. Other areas of the room are left in more shadows comparatively. The valuable items are focal points because of the lighting.