
Atmospheric Horror Game Jam Project

Before & After: Post-Processing and Lighting

Before - Base level received

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.