Madden 11 Lighting Improvements
In an attempt to further bridge the Madden series to what you see in the NFL on Sundays, EA released information regarding new lighting patterns. Admitting that their previous approach to lighting was flawed, the game now takes focus on real-time lighting effects. In total, the latest blog post reveals information about lens flares, jumbotrons, self shadows, and daytime lighting. Here’s a small excerpt of what we found interesting, the self shadows and daytime lighting:
Self-shadows
Self-shadowing refers to the real-time calculation and rendering of shadows cast from objects and characters onto themselves and the geometry with which they interact. Madden NFL 10 was the first version of Madden to introduce self-shadowing, but the implemented technology was not without problems. On Madden NFL 11 we reworked our self-shadow system, resulting in a dramatic improvement in shadow fidelity. Compare the shadow quality of the two images below, particularly paying attention to the shadows falling below the featured character’s arms onto his chest and the shadows cast from the railing onto the stairs. The shadows in the Madden NFL 10 image (left) have a jagged quality. This effect is heightened when seen with movement: the frame-by-frame redrawing of the jagged shadows produces a distracting shimmering effect. By revisiting our shadow tech in Madden NFL 11 we were able to significantly smooth out the shadows, minimizing visual distraction. This quality upgrade is visible in the image on the right and is even more dramatically discernable when playing the game.
A comparison of self-shadow quality from Madden NFL 10 (left) vs. Madden NFL 11 (right)
The following comparison screenshot from Madden NFL 11 featuring Jets Coach Rex Ryan further demonstrates how our upgraded self-shadowing implementation contributes to the improved overall appearance of Madden NFL 11. In the image on the left, Ryan’s hat appears ungrounded due to the lack of self-shadowing. In contrast, notice how the hat in the image on the right blocks the sunlight, casting a shadow across Ryan’s face. The hat now feels as if it is resting solidly on Ryan’s head. Additionally, compare the difference in the quality of the shadows cast from the respective headsets.
Rex Ryan watching game play, as portrayed in Madden NFL 10 (left) and in Madden NFL 11 (right)
Madden NFL 11 is the first version of the game to bring self-shadowing to games played at night and in dome stadiums. Seeing the shadows fall from player to player results in the characters appearing weightier and grounded, and helps integrate the players with their surroundings.
The comparison below demonstrates how self-shadowing in night and dome games contributes to increased realism in Madden NFL 11. The left image from Madden NFL 10 has no self-shadows and consequently feels ungrounded, while the self-shadowing in the image from Madden NFL 11 (right) facilitates an increased appearance of interactivity between the players. In game, this allows the action to feel more dynamic, more alive.
A screenshot from a night game in Madden NFL 10, lacking self-shadows (left), vs. a night shot from Madden NFL 11, displaying our new self-shadow technique (right)
Daytime Lighting
Our approach to daytime lighting changed dramatically for Madden NFL 11. Again, we pushed for increased broadcast fidelity.
Let’s revisit the concept of clipping. As stated previously, clipping occurs when tonal values in an image fall outside of the range available to the medium. In a typical digital image with an eight bit color depth, the artist is working with a value range of 0-255 for each of the three color channels. When values in any of the channels exceed 255, they are interpreted as 255, the maximum brightness available. This causes the bright areas to appear “flat” or even in value. If the clipping occurs in all three color channels, the clipped area will be solid white. We are accustomed to seeing this effect in photographs, movies and broadcast – our eyes simply read it as “bright.”
Examine the white areas in the broadcast screenshot on the left side of the side-by-side comparison below. The players are shot in direct sunlight. Notice how the missing color information on the uniforms produces contiguous white areas. Now compare the image from Madden 10 on the right, which also portrays the players in direct sunlight. Because the shading detail is retained on the white uniforms, the screenshot doesn’t feel as bright as the photograph.
A comparison of bright values in direct sunlight as displayed in broadcast (left) vs. a similar shot in Madden NFL 10 (right)
Now look at a similar comparison using a screenshot from Madden NFL 11 (below, right). Here we pushed the bright values much higher, leading to a clipping effect similar to what we see in the reference photo. Because we see less detail in the brightest areas of the player’s uniform, we feel as if we are looking at a player shot in direct sunlight. As an added benefit of this approach, the player now “pops off the screen” and is easier for our eyes to follow during game play.
A comparison of bright values in direct sunlight as displayed in broadcast (left) vs. a similar shot in Madden NFL 11 (right)
Overall, our goal for Madden NFL 11 lighting was to push contrast, heighten realism, and integrate some of the distinguishing characteristics of broadcast to create a more dramatic visual statement and highly immersive game play. We hope you derive as much enjoyment from playing the game as we experienced creating it.
Be sure to check out the rest of the entry by visiting the EA website.











How about adding the day to evening and evening to night time effects and weather changes in precipitation