Shadow Play

There are so many elements to make a vast open-world environment believable — from the ground textures to the vegetation to lighting, fog, and weather — but one of the most important is shadows. But shadows are very expensive (that’s game dev term for “slows the game down”), so we’re always trying to use the least shadows we can. In a big map like Amethyst Mountain, that means we can only have shadows extending out 50-150m from the player — beyond that, nothing casts a shadow, which often isn’t even visible
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