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Session Name:

Lighting Skylanders SWAP Force


Lighting Skylanders SWAP Force will give audience members a look at the rendering and lighting approach used, which worked across five different platforms. Visual illustrations and explanations of topics like deferred shading, tile deferred lighting, dynamic shadows, and non-realistic application of physically-based lighting from an artist%u2019s perspective will be covered. Audience members will then see in-depth footage of how the real-time lighting pipeline and tools running in the game itself relates to these topics, and can make development a joy. Aesthetic decisions, light type examples and their uses, as well as visual debugging tools will all be shown via real-time footage. Lastly, using some of the title's concept art as an aid, a thought on how its specific process relates to a current rendering trend like physically-based lighting will be covered, and why it makes sense to use this more broadly moving forward.

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  • GDC 2014
  • Sean Murphy
  • Vicarious Visions, Inc.
  • free content
  • Visual Arts
  • Visual Arts
  • Programming
  • Programming