GDC

CONFERENCE  

|    Programming
    PROGRAMMING

As new platforms emerge and existing platforms evolve, programmers face an ever increasing challenge to produce games that capture the attention of the public and the media. The Programming Track focuses on these challenges and the opportunities presented by next and current generation development including mature consoles, new handhelds, a highly competitive sales environment, and increased demand for very high production values in games.

2013 HIGHLIGHTED SESSIONS

The Art and Rendering of Remember Me
Sebastien Lagarde (Dontnod Entertainment)
This session will discuss the challenges as well as techniques used for the game Remember Me to get the plausible sci-fi city of Paris. We will see the beginnings of the process: from concept and inspiration, how we fit our vision to our constraints, how the collaboration between art and technique allowed us to get a stylized, physically-based rendering. The technical side will detail our physically-based rendering workflow with tools and our physically-based rendering of wet surfaces. It will also show our dynamic reflection techniques and how we enhanced the image with simple rendering tricks.
Broken Age's Approach to Scalability
Oliver Franzke (Double Fine Productions)
Bringing the beautiful and lively world of Broken Age simultaneously to five different platforms ranging from older mobile devices to state of the art PCs with only a small team of programmers was a great challenge. This talk will describe the key decisions made to achieve the necessary scalability and detail the authoring process for characters and environments, the data build pipeline, and run-time techniques such as rendering tricks and fast deployment for rapid iteration and debugging. Several practical solutions for the many challenges associated with mobile/PC cross-platform game development will be presented in detail.

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