as to give them a template for the game's visual design. Of the atmosphere, producer David Hasle says that the team focused on three types of horror: shock (such as jump scares), tension (using player anticipation to build dread), and psychology ("the player, will find bizarre hallucinations, strange visions occurring and you won't know if they are real or just in the player's head"). Of the game's combat system, Rooke notes that the team "wanted to mess around, find game mechanics that could be considered new, or at least tweaked a little bit to be fresh." Wanting the melee combat to be "absolutely satisfying, in the same way that dueling somebody with a huge machine gun or shotgun is," Hasle explains that the key design elements underpinning the system were close-quarters combat and gritty, inelegant street fighting, whereby players (and enemies) must do whatever necessary to survive. Hasle states, "we wanted to bring the enemy into your face and keep him there until the combat was resolved." Wanting a "visceral kind of raw feel", the team kept the combat simple; "we didn't mess it up with a bunch of combos; it's just a basic raw, primal kind of fight that you would expect in this setting." An important part of this is the game's AI, with different enemies reacting in different ways to being attacked; some will become more aggressive, some will try to flee, some will hide in the hopes of a surprise attack, some will look for a stronger weapon. The variety of possible reactions adds to the unpredictability of the combat system. In terms of technology, the game uses per-pixel lighting, volumetric lighting, shaders, anti-aliasing, normal mapping, color mapping, specular mapping, and shadow mapping, with especial emphasis on realistic physics. Speaking of the game's lighting, Hasle explains, "there is absolutely no static lighting in Condemned. Static lighting places light sources in the world and then calculates the shadows that correspond to that light source. The shadows are then burned onto the world and cannot be manipulated." For Condemned, the team felt that "creating natural light and shadow movement is important to creating and maintaining a frightening and tense mood." Tied to this, the game "features numerous unique and carefully crafted shaders. Shaders essentially involve the layering of several textures that react to a light source to create a specific surface reflection [...] these features are highlighted through