|Session Name||Immense Zombie Horde Variety and Slicing|
|Speaker(s)||Burke Revet, Jon Riva|
|Company Name(s)||Capcom Game Studios Vancouver, Capcom Game Studio Vancouver|
|Track / Format||Visual Arts|
Implementing immense visual zombie variety, slicing and dismemberment for Dead Rising 3 posed the following challenge: Create a visual of diversely unique zombie variations and immense numbers experience that is unmatched by current video game competitors.
The graceful violence of hitting, stabbing, shooting, slicing and crushing zombies while increasing visual quality and numbers on screen without sacrificing frame rate, quality or increasing memory. Attendees will be rewarded with a detailed assessment of the ability to create visual "horde" variety on screen, slicing/dismemberment pipeline and the techniques used in the development of Dead Rising 3. We will reveal how we achieved the perception of mass zombie variety and marquee zombies on screen. We will also dig deeper into how we managed to balance a zombie slicing system that supported new visuals and gameplay and helped balance production demand and control for artists, programmers and engineers alike. Lastly we'll describe the toolsets used during development and highlight improvements that can ease future developments.