Thanks for the answer. So you’re saying the scene with these light and probably more realistic shadows and dark areas was made using baked lightning? If that’s the case, I can’t really use baked lightning in my project as the map is procedurally generated in real time. I also noticed you get similiar shadows like those in the picture when using emissive lightning, but I still have no idea how they avoided these dark shadows in the corners that are most likely caused by lack of bounces and indirect lighting in that area. That would be another proof of baked lighting being used there, but the lights in the game start to be noisy and then turn off in a certain distance, and when looking directly at the source (or atleast what looks to be the source), the whole scene gets suddenly darker. That means that the first scene must be completely made using real GI somehow.