Chilly DevLogs from Alaska ! #90 - Lighting and effects in the gold mine.
Welcome to a ninty DevLog for Alaska Gold Fever!
[p]Hello, explorers and adventurers!
Building the mine in Alaska Gold Fever was never just about digging tunnels. A mine without proper lighting is either boring… or completely terrifying. And we wanted just the right amount of both.
Baking Light, Not the GPU
Yes, that how it is called. We bake the main light sources - lanterns, lamps, and ambient bounce - directly into the environment. This gives us soft shadows, believable darkness, and stable performance, even when the tunnels get… ambitious.

Into the Mine
Light Probes - This technique allows dynamic objects - players, tools, carts, and the occasional flying rocks - to blend nicely with the baked lighting.
For more complex areas, we’re using Adaptive Probe Volumes. These help dynamic objects react properly to changing light conditions

Darkness That Makes Sense
Lighting in the mine isn’t just visual. It affects navigation, mood, and awareness.
Light can be an important gameplay tool for maaany games.
If you feel slightly uneasy underground - that's good. That means it’s working ;)

In the next devlog, we’ll dig deeper into lighting effects in Alaskan overworld as well as on some effect used in mines.
Until then!


⛏️⛏️⛏️⛏️⛏️⛏️
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Baked Games Team
Try our greatest hit!
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Fun fact - it is slighty based on the shooting shop/range from The Good, the Bad and the Ugly movie!



