Please note: the information on this page reflects GDC Europe 2013.
Attendees will learn about lighting in video games in general and specifically for Crysis 3. They will also discover exactly how levels were lit from scratch, and how 2D concept artworks were translated into a fully lit and post-processed, real-time 3D scene. Several examples taken from the game will be used to illustrate the lighting workflow and demonstrate the technical features used to create and improve the lighting of Crysis 3.
The session is open to anyone with an interest in visual art and lighting. It won't enter too much into details regarding the implementation of the graphical features, in order to remain accessible to attendees without a strong technical background. Managers and producers may also be interested in learning about the workflow used for the production of Crysis 3.