lighting-designlisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Lighting Design
## Purpose
Lighting does two jobs at once: it tells the player where to go and what
matters, and it sets the mood. When they conflict, readability wins — a
beautiful scene the player cannot navigate is a failed scene.
This skill covers the structure and the technical decisions. It is
engine-neutral; the platform skills cover each engine's specific systems.
## When to use
- Lighting a new level or area.
- Players get lost, miss the path, or fail to notice interactive objects.
- The scene looks flat, muddy, blown out, or uniformly lit.
- Lighting cost is over budget, or bake times have become unworkable.
- Moving between renderers or pipelines, where lighting must be reworked.
## When NOT to use
- Fundamentals are not established. Fix colour space, scale and exposure first
with `rendering-fundamentals`; lighting cannot be tuned around them.
- The problem is material response rather than light. Use
`materials-and-shaders`.
- Colour grading and screen effects. Use `post-processing` — and grade after
lighting, never instead of it.
## Required context
| Fact | Why it matters |
|---|---|
| Renderer, pipeline and version | Determines which lighting systems exist |
| Whether GI is baked, dynamic, or both | The central decision; changes the whole workflow |
| Whether the scene or time of day changes | Rules out baking if geometry or lighting moves |
| Target platform and budget | Mobile and console constrain light counts and shadows |
| Intended mood an