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.


Session Name:

Immense Zombie Horde Variety and Slicing


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.

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
  • Burke Revet
  • Capcom Game Studios Vancouver
  • Jon Riva
  • Capcom Game Studio Vancouver
  • free content
  • Visual Arts
  • Visual Arts