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|Session Name:||Advanced Graphics Techniques Tutorial: High Zombie Throughput in Modern Graphics|
|Speaker(s):||Anton Krupkin, Denis Sladkov|
|Company Name(s):||Saber Interactive, Saber Interactive|
|Track / Format:||Programming|
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|Overview:||This talk presents a handful of solutions implemented by Saber Interactive's technical art and rendering departments for its latest 'World War Z' game. The Saber Interactive team will talk about their approach to the complex problem of rendering diverse crowds of zombies within strict performance budgets. They will also discuss visual features supporting zombie-shooting mechanics such as gibbing and decals. These concepts are mainly evolution of common ideas, but this talk provides a couple of twists and a good summary of how these technologies are used together under the hood.|