How To Make Lighting Better For Games

Are you wanting to create lighting that can fit for your game?

If so you’re in luck! You can learn about lighting here and make it fit the stylized perfection for you to make perfect lighting for scenery and outdoors and etc!

Lighting is one of the most important features nowadays in ROBLOX, as it creates attraction to audiences and makes the game more bright and colorful.

Now enough of my silly introduction, let’s begin the tutorial on how to make beautiful lighting for games!

When you load into ROBLOX Studio, you should be resulting with this beautiful starter-place (otherwise you selected another one)

It’s not mandatory to use the same place-starter game for this tutorial.

But now we need to start focusing on the lighting for our game, first off let’s head to the Lighting Properties and once you do, you should result in finding this on your properties tab.

So, now that we’ve gotten into the Properties Tab for lighting, we now need to start on our game becoming bright and colorful for our game!

Let’s start of with the simple properties, which is Ambient and Outdoor Ambient.

What you'll be learning
Type Link
Outdoor Ambient Resource
Ambient Resource
EnvironmentSpecularScale Resource
ColorCorrectionEffect Resource
ShadowSoftness Resource
ColorShift_Bottom Resource
ColorShift_Top Resource
Brightness Resource
ExposureCompensation Resource
EnvironmentDiffuseScale Resource
Ambient Resource
DepthOfFieldEffect Resource
SunRaysEffect Resource

So, for Ambient and Outdoor Ambient, my idea on how I use this type of lighting property is to make it where the shadows are more Dark and less bright.

Usually I will set the Color to

Color3.fromRGB(30, 30, 30)

This way we can make our shadows look more realistic and darker for us to make it realistic for my preference.

Now, since you’ve gotten done with the Ambient and Outdoor Ambient, Let’s begin working on the ColorShift’s. Usually I use ColorShift_Top and Bottom at the same Color but I make ColorShift_Top a bit darker. So in this case you may use whatever type of color you’d like.

After that we should start seeing more brightful colors, like this.

After this we will now begin to work on Environment-Scales, these are to make the metal material more shiny, in that way if you think about it, or well more reflective or metallic.

We will for now just set Environment Diffuse Scale to .85 then Environment Specular Scale .65

This way we can keep it mid-level while avoiding our shadows to become too bright once again.

Now it should look almost like this.

Now, the lighting is a bit dark and it’s not so bright or colorful just yet, which is why we need to use brightness now, so therefore we will set Brightness to a specific type we like, this is not recommended to use my type of brightness for whatever you want to go with, be original and make your own lighting, explore the properties and use them to get the hang of it.

However I’ll set my brightness to 3.25.
This should make the outside more brighter than last time.

And now should look like this:

After this, we can now finally work on Exposure, so we can make the map a bit darker before we use Color Correction. You may ask what’s the point of brightness then, well you can check it out by going to the resource tab I’ve gave, it’s recommended to read.

Now, let’s set Exposure to -.25 this way we can set it to a mid-level and make it a bit dark but not too dark.

Now after we’ve gotten that we have color correction, however for this part I will not give a tutorial sept for recommend using certain properties,

If you want to lose the vibrant-coloring use saturation from -Negatives to -1.
If you want to make the vibrant-coloring bright make it go up from 0 to 1.

And then use Contrast to make it more brighter colors by setting it from 0 to 1.
However, I recommend using Brightness on the ColorCorrection properties to .05, so it’s not too dark but helps with the shadowing.

After that, you can learn other basics from that. I will not go into full detail on what to use but recommend the last few things,

I recommend going into the search tab / toolbox and searching ‘HD Sky’ for more appealing and realistic skies, this way you can set your sky to something more appealing for audiences.

Then for atmosphere, it’s basically like fog, if you want fog you can use Density to make it foggy or not.

Then finally, depth of field, this will blur in a radius of range from the player where everything will be blurred if you’re not in the radius of a part.

Sunrays is exceptional however, so use this is you’d like to display rays from the sun to make it more realistic.

But that will conclude it all for this tutorial, if you have any suggestions let me know, I’ve left a uncopylocked link for you guys to view how it could look if you follow directions, feel free to use it :slight_smile: Please also make sure to let me know what else I can do to make this more efficient.


Any feedback is very much appreciated 🙂

This is awesome! Very nice tutorial.


Thank you so much! I appreciate the feed back!


this looks really cool and simple and takes like 1 minute