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March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Gamasutra's favorite slides from GDC 2019

Looking for a quick hit of game dev insight? Look no further than this cross-posted Gamasutra article, in which the editorial team shares some of their favorite slides from different GDC 2019 talks!

GDC celebrates record-breaking attendance and locks in 2020 dates!

After a record-breaking 29,000 attendees enjoyed GDC last week, organizers are excited to confirm the show will return March 16-20 of next year, with the call for submissions opening this summer!

GDC in Pictures: Highlights from GDC 2019

Words alone can't fully convey the experience of spending a week at GDC, so here are a few standout shots of the people, talks, and experiences which made GDC 2019 a success!

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Shining the Light on Crysis 3

Donzallaz Pierre-Yves  |  Senior Lighting Artist, Crytek


Location: Congress Saal 2

Format: Lecture
Track: Visual Arts
Vault Recording: Video


Discover how the lighting was created for the visually-acclaimed Crysis 3 video game, from the early prototype stage to the final delivery. Learn about the lighting creation in video games and about the lighting pipeline used in Crytek's latest title, as well as the environment art guidelines in place to ensure a consistent look throughout the game. The session will also address difficulties encountered during the production, and feature demonstrations and artist-friendly explanations of the lighting-related graphical features that were requested and implemented in the CryENGINE to ensure one of the best visual experiences to date.

Takeaway

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.

Intended Audience

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.



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