Talks
Insights in Game Production
Thursday, 13 August 10:45 AM - 12:15 PM | Los Angeles Convention Center, Room 502AB Session Chair: Juan Miguel de Joya, Walt Disney Animation Studios; University of California, Berkeley
Thursday, 13 August 10:45 AM - 12:15 PM | Los Angeles Convention Center, Room 502AB Session Chair: Juan Miguel de Joya, Walt Disney Animation Studios; University of California, Berkeley
Real-time VFX-like explosions, smoke, and fire have always suffered from hardware limitations. With the Playstation 4 and Xbox One, a new generation of games is arriving. Naughty Dog presents a brief glimpse into some of the efforts it's making to advance an often-forgotten discipline in games.
Matt Radford
Naughty Dog, Inc.
For Gears of War - Ultimate Edition, custom secondary and facial animation systems were created to achieve exceptional visual fidelity and animation quality.
David Coleman
The Coalition
Madden NFL explores recent techniques and breakthroughs in real-time rendering, including a realistic skin shader, procedural infinite grass rendering technologies, high-quality real-time shadow systems, and advanced post effects (boken depth of field), among other techniques.
Kleber Garcia
Electronic Arts
For over a decade, EVE Online’s stunning visuals have awed players in an unrivaled science fiction sandbox. Fixed-function pipelines, melting GPUs, procedurally generated planets, physically based rendering, and the Battle of B-R5RB all play epic roles across 12 years of real-time rendering. Come descry the past, present, and future of EVE.
Steve Manekeller
CCP hf