Bringing Worlds to Life: Inside the Minds of Avalanche Studios
Doing R&D for Open Worlds
In this talk, Avalanche Studios reviews the importance of research and shows how research has enabled them to create some of the most impressive open-world games.
A Landscape Engine for A New Generation of Open-World Games
An overview of Avalanche's new volumetric landscape engine, including authoring tools, source and runtime data formats, rule-based procedural content generation, rendering techniques, and performance characteristics for Just Cause 3.
Using GPU Compute for Productivity and Play
This talk explains how GPGPU techiques are used in Avalanche Studios' editor, pipeline, and runtime environments, ranging from OpenCL to Compute Shaders. It also highlights a representative sample and shows how much performance gain and scalability one can gain from using the GPU.
Efficient Production Techniques for High-Quality Lighting in Vast Open-World Games
In Mad Max, the day cycle evokes mood and atmosphere but also brings its own set of problems. How do we communicate gameplay opportunities within a dynamic day cycle? What techniques are we using to add movement to the world and bring this desolate environment to life?