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----* VideoGame/UnrealI contains the UrExample of the miniature encosed out-of-bounds area and sometimes employed it to ''multiple levels'' i.e. skybox in skybox.
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* ''VideoGame/SecondLife'' features a traditional skybox as part of the game world, but its inherently customizable nature allows for a great deal of variation: skyboxes can be concealed within structures, attached to specific parts of a sim, or even equipped to avatars. Among the Second Life community, the term Skybox refers to a structure placed far enough above the ground to be outside of rendering distance, commonly used to create the illusion a structure is {{Bigger on the Inside}}. While these are often fully enclosed structures, some of these Skyboxes have traditional skyboxes placed around them to create the illusion of being at ground level. By combining these effects, you create some truly otherworldy examples of{{Bizarchitecture}}.


This trope is so ubiquitous among games, that it'd be pointless listing most [=3D=] videogames here, as the great majority use skyboxes to some degree. When adding a game, you need to have a notable reason for including it on this list, and if you can't think of a reason, then it simply doesn't belong here.

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!!Note: This trope is so ubiquitous among games, 3D videogames, that it'd be pointless listing most [=3D=] videogames of them here, as the '''''the great majority of them use skyboxes to some degree. skyboxes'''''. When adding a game, you need there needs to have be a notable reason for including it to be on this list, and if you can't think of a reason, then otherwise it simply doesn't belong here.
need to be added.


A “Skybox” is a catch-all term used to describe ways of representing a sky or background that that 'wraps around' a computer game-world – the name coming from the traditional method of using of a big literal cube to enclose the level, with a seamless texture applied across all 6 faces. Other game engines may use a large dome or sphere instead.

Traditionally, a skybox is simply a static image that represents the entire background of a level – including the sun, clouds, distant mountains, buildings, etc. More modern games will typically break up these elements either as separate 2D image planes or low poly objects, allowing the developers to apply animation to the textures to give the appearance of moving clouds or distant traffic, as well as allowing the player to come closer to the background elements as they progress though the level. A notable example of this is the Citadel in ''VideoGame/HalfLife2'', which appears increasingly larger as the player progresses further towards it.

Some game engines, such as the Source Engine, treat the skybox as a distinct element of the level, [[https://youtu.be/33Pj3xkk7kE?t=224 where the level designer creates a miniature enclosed area somewhere out of bounds on the map, which is then projected onto the playable space in some way]] (such as the lighthouses in VideoGame/TeamFortress2's "Sunshine" map, or the Powerplant towers in [[VideoGame/CounterStrike CS:GO's]] "Nuke" map). This type of skybox design utilises what are known as "skybox models"; variants of the "to scale" models the game world would otherwise use that are really small. Other game engines, such as Unreal Engine 3 and 4, make no distinction – the “Skybox” merely describes the background elements placed outside the level’s intended playable area, and although the engine comes with a built in “sky sphere”, this is simply just a large mesh that can be optionally placed in within the level.

to:

A “Skybox” is a catch-all term used to describe ways of representing a sky or background that that 'wraps around' a computer game-world – the name coming from the traditional method of using of a big literal cube to enclose the level, with a seamless texture applied across all 6 faces. Other game engines may use a large dome or sphere instead.

instead, but the name "Skybox" stuck.

Traditionally, a skybox is simply represented by a static image that represents the entire background of a level – including the sun, clouds, distant mountains, buildings, etc. More modern games will typically break up these elements either as separate 2D image planes or low poly objects, allowing the developers to apply animation to the textures to give the appearance of moving clouds or distant traffic, as well as allowing the player to come closer to the background elements as they progress though the level. A notable example of this is the Citadel in ''VideoGame/HalfLife2'', which appears increasingly larger as the player progresses further towards it.

Some game engines, such as the Source Engine, treat the skybox as a distinct element of the level, [[https://youtu.be/33Pj3xkk7kE?t=224 where the level designer creates a miniature enclosed area somewhere out of bounds on the map, which is then projected onto the playable space in some way]] (such as the lighthouses in VideoGame/TeamFortress2's "Sunshine" map, or the Powerplant towers in [[VideoGame/CounterStrike CS:GO's]] "Nuke" map). This type of skybox design utilises what are known as "skybox models"; variants of the "to scale" models the game world would otherwise use uses that are really small. Other game engines, such as Unreal Engine 3 and 4, make no distinction – the “Skybox” skybox merely describes the background elements placed outside the level’s intended playable area, and although the engine comes with a built in “sky sphere”, "sky sphere", this is simply just a large mesh that can be optionally placed in within the level.




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This trope is so ubiquitous among games, that it'd be pointless listing most [=3D=] videogames here, as the great majority use skyboxes to some degree. When adding a game, you need to have a notable reason for including it on this list, and if you can't think of a reason, then it simply doesn't belong here.



* Used in ''VideoGame/SonicAdventure2''. The levels look like they occur in the real world, but there are glitches that allow the user to jump out of a level. Doing so reveals that the levels are hallways built in a large skybox.

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* Used in ''VideoGame/SonicAdventure2''. The levels look like they occur in the real world, but there are glitches that allow the user to jump out of a level. Doing so reveals that the levels are hallways built in a one large skybox.



* The Source UsefulNotes/GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some ''VideoGame/TeamFortress2'' mods can abuse the 3d skybox (which does the same thing for ''Half-Life 2'') for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.
** In the final scene of ''Half-Life: Opposing Force'', the skybox was cleverly used to present a teleportation event without breaking the flow with a loading screen. Since the player has a very limited view of "outside" through the open door of an Osprey, giving each side of the skybox a different texture was sufficient to create the illusion of seeing Earth one moment and Xen the next. An unseen side of the skybox contains [[http://combineoverwiki.net/wiki/File:Hackup.png a hidden message]] which alludes to this "hack".

to:

* The Source UsefulNotes/GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some ''VideoGame/TeamFortress2'' mods can abuse the 3d skybox (which does the same thing for ''Half-Life 2'') for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.
**
In the final scene of ''Half-Life: Opposing Force'', the skybox was cleverly used to present a teleportation event without breaking the flow with a loading screen. Since the player has a very limited view of "outside" through the open door of an Osprey, giving each side of the skybox a different texture was sufficient to create the illusion of seeing Earth one moment and Xen the next. An unseen side of the skybox contains [[http://combineoverwiki.net/wiki/File:Hackup.png a hidden message]] which alludes to this "hack".


Some game engines, such as the Source Engine, treat the skybox a distinct element of the level, where the level designer creates a miniature enclosed area somewhere on the map, which is then projected many times larger within the area outside the playable level. Other game engines, such as Unreal Engine, make no distinction – the “Skybox” merely describes the background elements placed outside the level’s intended playable area, and although the engine comes with a built in “sky sphere”, this is simply just a large mesh that can be optionally placed in within the level.

to:

Some game engines, such as the Source Engine, treat the skybox as a distinct element of the level, [[https://youtu.be/33Pj3xkk7kE?t=224 where the level designer creates a miniature enclosed area somewhere out of bounds on the map, which is then projected many times larger within the area outside onto the playable level. space in some way]] (such as the lighthouses in VideoGame/TeamFortress2's "Sunshine" map, or the Powerplant towers in [[VideoGame/CounterStrike CS:GO's]] "Nuke" map). This type of skybox design utilises what are known as "skybox models"; variants of the "to scale" models the game world would otherwise use that are really small. Other game engines, such as Unreal Engine, Engine 3 and 4, make no distinction – the “Skybox” merely describes the background elements placed outside the level’s intended playable area, and although the engine comes with a built in “sky sphere”, this is simply just a large mesh that can be optionally placed in within the level.


* Modern [[GameEngine Game Engines]] come with built-in skyboxes; an example is Unreal Engine from Creator/EpicGames. It's most likely the first thing you see when you load up the development environment.

to:

* Modern [[GameEngine [[UsefulNotes/GameEngine Game Engines]] come with built-in skyboxes; an example is Unreal Engine from Creator/EpicGames. It's most likely the first thing you see when you load up the development environment.



* The Source GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some ''VideoGame/TeamFortress2'' mods can abuse the 3d skybox (which does the same thing for ''Half-Life 2'') for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.

to:

* The Source GameEngine UsefulNotes/GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some ''VideoGame/TeamFortress2'' mods can abuse the 3d skybox (which does the same thing for ''Half-Life 2'') for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.


* Wiki/SCPFoundation has [[http://www.scp-wiki.net/scp-1165 SCP-1165]], titled "Minus Level", a [[DeconstructedTrope deconstruction]] of {{Minus World}}s. There's a recreation of the Eiffel Tower in the distance, but it turns out to be part of the world's equivalent of a skybox; if one tries to reach it, they'll just notice the tower remaining at the same distance from them no matter how far they go. One survey team sent to investigate it had to call off their journey because lethal things would happen to them if they went beyond 100 km of their starting point within the strange world.

to:

* Wiki/SCPFoundation has [[http://www.scp-wiki.net/scp-1165 SCP-1165]], titled "Minus Level", a [[DeconstructedTrope deconstruction]] of physical {{Minus World}}s.World}}. There's a recreation of the Eiffel Tower in the distance, but it turns out to be part of the world's equivalent of a skybox; if one tries to reach it, they'll just notice the tower remaining at the same distance from them no matter how far they go. One survey team sent to investigate it had to call off their journey because lethal things would happen to them if they went beyond 100 km of their starting point within the strange world.


* Modern [[GameEngine Game Engines]] come with built-in skyboxes; an example is Unreal Engine from EpicGames. It's most likely the first thing you see when you load up the development environment.

to:

* Modern [[GameEngine Game Engines]] come with built-in skyboxes; an example is Unreal Engine from EpicGames.Creator/EpicGames. It's most likely the first thing you see when you load up the development environment.


* In ''SpyroTheDragon'', flying outside the bounds of the flight levels reveal that you are inside a skybox.

to:

* In ''SpyroTheDragon'', ''Franchise/SpyroTheDragon'', flying outside the bounds of the flight levels reveal that you are inside a skybox.


Traditionally, a skybox is simply a static image that represents the entire background of a level – including the sun, clouds, distant mountains, buildings, etc. More modern games will typically break up these elements either as separate 2D image planes or low poly objects, allowing the developers to apply animation to the textures to give the appearance of moving clouds or distant traffic, as well as allowing the player to come closer to the background elements as they progress though the level. A notable example of this is the Citadel in ''VideoGame/{{Half-Life 2}}'', which appears increasingly larger as the player progresses further towards it.

to:

Traditionally, a skybox is simply a static image that represents the entire background of a level – including the sun, clouds, distant mountains, buildings, etc. More modern games will typically break up these elements either as separate 2D image planes or low poly objects, allowing the developers to apply animation to the textures to give the appearance of moving clouds or distant traffic, as well as allowing the player to come closer to the background elements as they progress though the level. A notable example of this is the Citadel in ''VideoGame/{{Half-Life 2}}'', ''VideoGame/HalfLife2'', which appears increasingly larger as the player progresses further towards it.


A Skybox is, in a nutshell, a graphical representation of the sky that 'wraps around' a computer game-world, and is used to simulate the 'sky' of a game-world. In most cases, a skybox will contain the typical aspects of what constitutes a 'sky' -- clouds, the sun, and (occasionally) birds and other avian life. Such life is usually non-interactive, and appears either as frames of static animation or as randomly generated graphical elements.

The use of a Skybox should be apparent: It allows the programmers to use relatively little memory to simulate a functioning day/night cycle and atmospheric system, even within the incredibly confined and compressed geography of a computer game (where the actual, physical distance between ground and sky may equal as little as a mile).

Skyboxes are independent graphical elements. Usually, a given skybox can be 'swapped out' for one that suits a particular setting. Some computer games come with several Skyboxes, showing different types of meteorological phenomena (such as ''aurora borealis'' or other things that can't physically be rendered) or a even an entirely different setting (apocalyptic vs. modern, for example).

Note that Skyboxes are specific to computer games; animated cartoons don't use Skyboxes, for the simple reason that there's no ''need'' to use them - the sky will naturally be drawn as part of the cartoon itself.

The Skybox may also contain 3D models that will be projected larger than life, such as distant land features or buildings-- in fact it usually does, in newer games, since it's a great way to make the world appear richer. It may even contain objects that move and change, such as the Citadel in ''VideoGame/{{Half-Life 2}}'', or even animated characters (who will appear to be distant [[{{Kaiju}} Godzillian monstrosities]], something occasionally used to good effect in {{Machinima}}.)

to:

A Skybox is, in “Skybox” is a nutshell, a graphical representation catch-all term used to describe ways of the representing a sky or background that that 'wraps around' a computer game-world, and is used to simulate game-world – the 'sky' name coming from the traditional method of using of a game-world. In most cases, big literal cube to enclose the level, with a seamless texture applied across all 6 faces. Other game engines may use a large dome or sphere instead.

Traditionally,
a skybox will contain is simply a static image that represents the typical aspects entire background of what constitutes a 'sky' -- clouds, level – including the sun, and (occasionally) birds and other avian life. Such life is usually non-interactive, and appears clouds, distant mountains, buildings, etc. More modern games will typically break up these elements either as frames of static separate 2D image planes or low poly objects, allowing the developers to apply animation or as randomly generated graphical elements.

The use of a Skybox should be apparent: It allows
to the programmers textures to use relatively little memory to simulate a functioning day/night cycle and atmospheric system, even within give the incredibly confined and compressed geography appearance of a computer game (where the actual, physical distance between ground and sky may equal as little as a mile).

Skyboxes are independent graphical elements. Usually, a given skybox can be 'swapped out' for one that suits a particular setting. Some computer games come with several Skyboxes, showing different types of meteorological phenomena (such as ''aurora borealis''
moving clouds or other things that can't physically be rendered) or a even an entirely different setting (apocalyptic vs. modern, for example).

Note that Skyboxes are specific to computer games; animated cartoons don't use Skyboxes, for the simple reason that there's no ''need'' to use them - the sky will naturally be drawn as part of the cartoon itself.

The Skybox may also contain 3D models that will be projected larger than life, such as
distant land features or buildings-- in fact it usually does, in newer games, since it's a great way to make traffic, as well as allowing the world appear richer. It may even contain objects that move and change, such player to come closer to the background elements as they progress though the level. A notable example of this is the Citadel in ''VideoGame/{{Half-Life 2}}'', which appears increasingly larger as the player progresses further towards it.

Some game engines, such as the Source Engine, treat the skybox a distinct element of the level, where the level designer creates a miniature enclosed area somewhere on the map, which is then projected many times larger within the area outside the playable level. Other game engines, such as Unreal Engine, make no distinction – the “Skybox” merely describes the background elements placed outside the level’s intended playable area, and although the engine comes with a built in “sky sphere”, this is simply just a large mesh that can be optionally placed in within the level.

The Skybox equivalent in CG films and VFX is typically called a “Backplate”, and is usually either a large dome
or even animated characters (who 2D image projected behind the CG elements, which can either be part of a live action shot, a [[MatteShot matte painting]], or a mixture of both. Typically however the CG elements and the background will appear to be distant [[{{Kaiju}} Godzillian monstrosities]], something occasionally used to good effect rendered separately and later composited together in {{Machinima}}.)post-production.


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** In the final scene of ''Half-Life: Opposing Force'', the skybox was cleverly used to present a teleportation event without breaking the flow with a loading screen. Since the player has a very limited view of "outside" through the open door of an Osprey, giving each side of the skybox a different texture was sufficient to create the illusion of seeing Earth one moment and Xen the next. An unseen side of the skybox contains [[http://combineoverwiki.net/wiki/File:Hackup.png a hidden message]] which alludes to this "hack".


* The Source GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some VideoGame/TeamFortress2 mods can abuse the 3d skybox for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.

to:

* The Source GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some VideoGame/TeamFortress2 ''VideoGame/TeamFortress2'' mods can abuse the 3d skybox (which does the same thing for ''Half-Life 2'') for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.


* The Source GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some VideoGame/TemaFortress2 mods can abuse the 3d skybox for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.

to:

* The Source GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some VideoGame/TemaFortress2 VideoGame/TeamFortress2 mods can abuse the 3d skybox for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.


* The Source GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger.

to:

* The Source GameEngine used by Creator/ValveSoftware supports both standard 2d skyboxes, and specialized 3d skyboxes; level designers can designate an enclosed area as the 3d skybox, which cause anything placed there to appear sixteen times larger for the rest of the map. The 3d skybox is used heavily to make the otherwise very small levels in ''Videogame/HalfLife2'' appear much larger. Some VideoGame/TemaFortress2 mods can abuse the 3d skybox for shits and giggles with ricocheting rockets from the Soldier, all of which can bounce off the corners of the skybox, which have a slim chance of actually hitting something.

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