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

The Number One Educational Resource for the Game Industry

Session Name: Lighting Skylanders SWAP Force
Speaker(s): Sean Murphy
Company Name(s): Vicarious Visions, Inc.
Track / Format: Visual Arts

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

Overview: 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.

GDC 2014

Sean Murphy

Vicarious Visions, Inc.

free content

Visual Arts

Visual Arts

Programming

Programming