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Global Game Jam 2026

Atmospheric Horror Game Jam Project

Sub-Lethal - Submarine interior with emergency lighting

Before & After: Post-Processing and Lighting

Sub-Lethal - Base level before lighting work

Before - Base level received

Sub-Lethal - After post-processing and lighting

After - Post-processing & lighting

Role

Lighting / Tech Artist

Engine

Unity

Duration

48 Hours

Theme

"Masks"

Overview

Sub-Lethal is a short atmospheric survival experience created during the 2026 Global Game Jam, built around the theme "Masks."

In the game, the player must escape from a damaged submarine that is rapidly filling with a lethal gas. As the situation worsens, visibility decreases and the environment becomes increasingly hostile.

The experience focuses on tension, urgency, and environmental storytelling while the player navigates the collapsing interior of the submarine.

My Contributions

Lighting Direction

The visual direction of the submarine was designed to evoke danger, urgency, and an eerie sense of impending failure. I primarily used red and orange lighting tones, commonly associated with emergency conditions and hazard warnings.

The lighting setup creates a claustrophobic environment, strong contrast between safe and dangerous areas, and a persistent sense of instability inside the submarine.

Dynamic Lighting System

To reinforce the unstable environment, I implemented script-driven scrolling light patterns throughout the submarine. These moving lights simulate malfunctioning emergency lighting systems and help guide player movement through the environment.

The dynamic lighting creates shifting shadows and visual motion, contributing to the overall tension.

Post-Processing

Most of the visual tone was achieved through Unity's post-processing tools. Adjustments were made to color grading, contrast, and environmental lighting balance.

These changes reinforced the submarine's hostile atmosphere while keeping gameplay elements readable.

Visual Design Challenge

Balancing Atmosphere with Gameplay Clarity

One of the main challenges was balancing atmosphere with gameplay clarity. While the goal was to create an unsettling and dangerous environment, players still needed to clearly read the level layout and identify interactive elements.

The lighting and post-processing were tuned to maintain strong mood without sacrificing playability. Because the project was built in less than 48 hours, the goal was to quickly develop a visual style that communicated danger while remaining readable for gameplay.

Tools Used

UnityUnity Lighting SystemUnity Post-Processing StackC# Scripting