GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

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:

The Art and Rendering of Remember Me

Laurent Harduin  |  Lighting Artist, DONTNOD Entertainment
Sbastien Lagarde  |  Senior 3D/Engine Programmer, DONTNOD Entertainment


Location: Congress Saal 2

Format: Lecture
Track: ProgrammingVisual Arts
Vault Recording: Video


This session will discuss the challenges, as well as the techniques used, in 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.

Takeaway

Attendees will learn how the artistic direction can be more efficient and more creative when working under constraints. They will learn the workflow to build around a physically-based rendering pipeline (engine, tools, outsourcing). They also will learn new dynamic reflections techniques and image enhancement techniques.

Intended Audience

The presentation includes both programming and visual arts content. It targets artists, technical artists and graphics programmers.



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