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:

Using Gigapixel Landscape Textures in Dragon Commander: Lessons Learned

Charles Hollemeersch  |  CTO, Graphine
Swen Vincke  |  CEO, Larian


Location: Congress Saal 1

Format: Lecture
Track: ProgrammingVisual Arts
Vault Recording: Video


Dragon Commander is more than 'just another' strategy game - Dragon Commander seamlessly blends different gameplay genres into a single, grand adventure. This freedom also has its repercussions in the landscape rendering. Landscapes have to look good, from dragon dogfights up in the clouds all the way down to commanding ground-based combat units. Instead of using traditional mask-based techniques (which lack unique detail and have difficulty hiding visible tiling), we adopted a technique based on texture streaming that covers the whole landscape with unique texture data. In this talk, we'll describe both our production pipeline as well as the technical lessons learned when trying to adopt such a technique.

Takeaway

Attendees will learn how Larian used texture streaming technology in cooperation with an in-house developed content pipeline to create the detailed landscapes of Dragon Commander, how large texture datasets can be manipulated using current tools, and how such datasets can be used in practical games while staying within platform constraints.

Intended Audience

Technical directors, graphics programmers, environment art directors and technical artists.



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