Bringing Worlds to Life: Inside the Minds of Avalanche Studios

Talks

Bringing Worlds to Life: Inside the Minds of Avalanche Studios

Sunday, 9 August 2:00 PM - 3:30 PM | Los Angeles Convention Center, Room 152 Session Chair: Jan Schmid


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.

Emil Persson
Avalanche Studios

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.

Christian Nilsendahl
Avalanche Studios

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.

Engin Cilasun
Avalanche Studios

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?

Emil Persson
Avalanche Studios