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Shooting Range Relight - Game Ready Cinematic Lighting Example

Leave a comment and like, if you think I did okay.

Just practicing and showing my students at Lighting Bot how to achieve multiple lights in one area and multiple mood in one area using my approach to lighting that I teach in https://courses.lightingbot.com/ultimate-game-lighting-education-pbr-pbl-cpu-gpu-lumens-ssgi-under-development-early-bird-discount (DM for discount)

This was my starting point.

πŸŸ₯ 1. Hallway 1 – Suspense/Tension Zone
Element Value
EV100 3.5
Main Light 80–120 lumens (warm amber)
Accent Light 30 lumens (cool flicker)
Door Sign Light Pale Blue LED – #66CCFF (~6500K)
Sign Lumens ~25–40 lumens
Purpose Guidance light – emotionally β€œcold” and distant. Slight flicker = unease.

🟑 2. Hallway 2 – Industrial / Pipe Corridor
Element Value
EV100 2.5
Main Light 60–90 lumens (yellow-green)
Accent Light 40–50 lumens
Door Sign Light Sick Green LED – #88CC88 (~4500K)
Sign Lumens ~30 lumens
Purpose Uncared-for signage, low legibility. Adds "infrastructure" realism and decay tone.

🟒 3. Weapon Room – Tactical Security Room
Element Value
EV100 4.0
Main Light 200–400 lumens (cool cyan overheads)
Accent Light 50–100 lumens (green LED)
Door Sign Light Clean White LED – #FFFFFF (~6000K)
Sign Lumens 50–70 lumens
Purpose Military-grade, bright and secure. Suggests β€œimportant access.” Reliable & clean.

πŸ”΅ 4. Main Room (Shooting Range)
Element Value
EV100 5.0
Main Light 600–1000 lumens (blue-white)
Accent Light 200 lumens (warning red)
Door Sign Light Red Alert Sign – #FF4444 (~2000K)
Sign Lumens 40–60 lumens
Purpose Tension signal β€” β€œactive zone,” β€œdanger,” β€œfiring.” Could pulse slowly for unease.

🟠 5. Small Room – Narrative/Safe Room
Element Value
EV100 3.0
Main Light 100–150 lumens (warm white)
Accent Light 20–40 lumens (screen/monitor glow)
Door Sign Light Soft Amber – #FFDDBB (~2800K)
Sign Lumens 20–30 lumens
Purpose Emotional tone: "rest" or "backstory." Suggests safety or humanity amid horror. Quiet.

Mood: Clinical, bright, tactical. Slight contrast to keep mood cinematic without losing clarity.

Mood: Clinical, bright, tactical. Slight contrast to keep mood cinematic without losing clarity.

Mood: Industrial decay, claustrophobic. The greenish tone makes it feel unclean or sickly.

Mood: Industrial decay, claustrophobic. The greenish tone makes it feel unclean or sickly.

Mood: Professional, sterile, slightly cold. Not dramatic β€” just calculated and confident.

Mood: Professional, sterile, slightly cold. Not dramatic β€” just calculated and confident.

Mood: Clinical, bright, tactical. Slight contrast to keep mood cinematic without losing clarity.

Mood: Clinical, bright, tactical. Slight contrast to keep mood cinematic without losing clarity.

Mood: Clinical, bright, tactical. Slight contrast to keep mood cinematic without losing clarity.

Mood: Clinical, bright, tactical. Slight contrast to keep mood cinematic without losing clarity.

Mood: Feels uneasy, warm shadows contrast cooler lights, slightly desaturated = controlled tension.

Mood: Feels uneasy, warm shadows contrast cooler lights, slightly desaturated = controlled tension.

Mood: Feels uneasy, warm shadows contrast cooler lights, slightly desaturated = controlled tension.

Mood: Feels uneasy, warm shadows contrast cooler lights, slightly desaturated = controlled tension.

Mood: Feels uneasy, warm shadows contrast cooler lights, slightly desaturated = controlled tension.

Mood: Feels uneasy, warm shadows contrast cooler lights, slightly desaturated = controlled tension.