You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

The Visual Effects of inFAMOUS: Second Son

Overview:

This session will cover the processes behind the visual effects development of inFAMOUS: Second Son, from breakdowns of specific effects to discussions of our tools and workflow. We will discuss the challenges of creating a diverse set of visual elements, such as smoke and neon super powers. We'll share how we used concept art during production to meet the challenge of defining a visual language for the effects. A new generation of engine and tools were created during the course of development - we'll take a look at how this gave us increased lighting accuracy, an expression-based particle editor and real-time curl noise that allowed us to create a unique suite of visual effects. We'll conclude with a few hard lessons that we learned along the way about the changes to our workflow.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2014
  • Matt Vainio
  • Sucker Punch
  • free content
  • Visual Arts
  • Visual Arts