---
key: mechanic/phone-flashlight--family-shadows
type: mechanic
id: phone-flashlight--family-shadows
lang: en
title: Occlusion and shadows
summary: >-
  Occluding light changes shadows and visible form. WildLight reconstructs
  scenes from lit images; a hand-shadow game needs its own recognition rules.
updatedAt: '2026-10-22'
status: active
url: >-
  https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-shadows/
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-shadows.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-shadows.md
aliases: []
tags:
  - Phone flashlight interactions
  - Mechanics catalog
sourceIds:
  - source-486438ca6bfacdc6
sources:
  - id: source-486438ca6bfacdc6
    title: WildLight (research prototype)
    url: 'https://junxuan-li.github.io/wildlight-website/'
    verifiedAt: null
relations: []
placements:
  - catalogId: phone-flashlight
    id: family-shadows
    title: Phone flashlight interactions
    url: 'https://gamemechanics.pro/en/mechanics/phone-flashlight/#family-shadows'
    categoryIds:
      - section-1
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: Occlusion and shadows
    description: >-
      Occluding light changes shadows and visible form. WildLight reconstructs
      scenes from lit images; a hand-shadow game needs its own recognition
      rules.
    image:
      src: images/mechanics/flash-wildlight.webp
      width: 1440
      height: 387
      crop:
        x: 285
        'y': 0
        width: 283
        height: 132
      game: WildLight (research prototype)
      sourceUrl: 'https://junxuan-li.github.io/wildlight-website/'
      originalUrl: 'https://junxuan-li.github.io/wildlight-website/static/images/teaser.jpg'
      credit: 'Ziang Cheng, Junxuan Li, Hongdong Li'
      rights: >-
        © Ziang Cheng, Junxuan Li, Hongdong Li. Author-distributed research
        figure; respective rights retained. Excluded from portal MIT and CC BY
        4.0.
      caption: 'WildLight: a lit object and the dark region beneath it'
      alt: 'WildLight: a lit object and the dark region beneath it'
      markers:
        - x: 32
          'y': 30
          label: The shadow depends on scene geometry and light position
    tips:
      - >-
        Prepare a high-contrast scene and do not treat every dark patch as a
        player gesture.
    examples:
      - title: WildLight (research prototype)
        url: 'https://junxuan-li.github.io/wildlight-website/'
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/phone-flashlight
---
# Occlusion and shadows

id: phone-flashlight--family-shadows
type: mechanic
key: mechanic/phone-flashlight--family-shadows
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-shadows/

Occluding light changes shadows and visible form. WildLight reconstructs scenes from lit images; a hand-shadow game needs its own recognition rules.

## At a glance

![WildLight: a lit object and the dark region beneath it](https://gamemechanics.pro/images/mechanics/flash-wildlight.webp)

[WildLight (research prototype)](https://junxuan-li.github.io/wildlight-website/) · © Ziang Cheng, Junxuan Li, Hongdong Li. Author-distributed research figure; respective rights retained. Excluded from portal MIT and CC BY 4.0.

1. The shadow depends on scene geometry and light position

- Prepare a high-contrast scene and do not treat every dark patch as a player gesture.

- [WildLight (research prototype)](https://junxuan-li.github.io/wildlight-website/)

## How it works

The hand, object and screen become part of the optical interaction.

## Variants

### Variants and applications

<a id="family-shadows-variants"></a>

- Light curtain. Action: Block the light with your palm or a separate card. Application: Manual telegraph, hiding the signal from an opponent, theatrical effect. Requirements: Rear LED and control from the application; Prepared props or external sensor. Conditions: LED does not notice the damper; automatic entry requires separate monitoring. <a id="variant-31"></a>
- Adjustment by hole. Action: Change the size of the gap between cards or fingers. Application: Physical light controller, experiment with the shape of the spot. Requirements: Rear LED and control from the application; Prepared props or external sensor. Conditions: Do not consider this to be the measured position of the "slider" without a camera or other sensor. <a id="variant-32"></a>
- Closing the camera and LED together. Action: Change the “closed/open” state, blocking the camera area. Application: Tactile switch, conditional gesture of a hidden flashlight. Requirements: Rear LED and control from the application; Camera and proprietary image analysis. Conditions: Camera dimming analysis is only indirectly related to LED occlusion; The geometry of the phones is different. <a id="variant-33"></a>
- Shadow silhouettes. Action: Create a recognizable outline with your hand or a figurine. Application: Shadow theatre, guessing an animal, retelling a story. Requirements: Rear LED and control from the application; Prepared props or external sensor. Conditions: Players can evaluate the result themselves; automatic recognition requires a surveillance camera. <a id="variant-34"></a>
- Combining the shadow with the sample. Action: Move the object and source so that the shadow matches the outline. Application: Spatial puzzle, silhouette assembly, physics puzzle. Requirements: Rear LED and app control; Prepared props or external sensor; Camera and proprietary image analysis. Conditions: Camera or person evaluates shadow; one gyroscope is not enough... <a id="variant-35"></a>
- Shadow scaling. Action: Change the distance between the source, object and surface. Application: Adjust the key to size, show the character's height, study the projection. Requirements: Rear LED and control from the application; Prepared props or external sensor. Conditions: Clarity depends on source size and distance; the beam does not become laser... <a id="variant-36"></a>
- Rotate the shadow. Action: Rotate a volumetric object to the desired projection. Application: Recognize an object by silhouette, find a hidden letter, spatial puzzle. Requirements: Rear LED and control from the application; Prepared props or external sensor. Conditions: Prepare objects with truly distinguishable projections. <a id="variant-37"></a>
- Assembling a general shade. Action: Combine the shadows of several objects into one sign. Application: Cooperative coat of arms, a puzzle made from scattered parts. Requirements: Rear LED and control from the application; Prepared props or external sensor. Conditions: The geometry must be verified with a physical mockup; the match does not occur automatically. <a id="variant-38"></a>
- Shadow corridor. Action: Move the figurine so that its shadow remains within the acceptable area. Application: Board game of dexterity, sheet maze, cooperative challenge. Requirements: Rear LED and app control; Prepared props or external sensor; Camera and proprietary image analysis. Conditions: To calculate the result, you need a camera with a view of the field or a hand-held judge. <a id="variant-39"></a>
- Recognition by shadow movement. Action: Identify an object or event by changes in silhouette. Application: Detective scene, guess the action, theatrical riddle. Requirements: Rear LED and control from the application; Prepared props or external sensor. Conditions: This is the player's interpretation; the application may not recognize the real silhouette. <a id="variant-40"></a>

## Context and limits

Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [WildLight (research prototype)](https://junxuan-li.github.io/wildlight-website/) (id: source-486438ca6bfacdc6)

CC-BY-4.0 · gamemechanics.pro contributors
