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: Interactive Wind and Vegetation in 'God of War'
Speaker(s): Sean Feeley
Company Name(s): Sony Santa Monica Studio
Track / Format: Programming

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: The new 'God of War' has a robust, interactive wind and vegetation system to support the players' feeling of controlling a powerful character. In this session, Sony Santa Monica Studio will share how they developed its features: dynamic and spatially-varying 3D wind simulation, interactive, boneless tree and leaf sway, ground vegetation character interaction with swaying settle (kickin' grass!), and card cluster LOD and shadows proxies (billboard clouds). To support this tech, this lecture will cover various developments such as fast, accurate, texture flood-filling using mip chains (for uv seams and matting issues), procedural and sparse 3D flow that supports spatially-varying flow rates, and fractal noise that doesn't shift when scaled.Senior Staff Technical Artist Sean Feeley will take a deep dive into the process of creating these systems, and how they operate under the hood. He will examine and share the team's wind content authoring workflow, which was designed to minimize cross-departmental impact. Lastly, he will review failed features and approaches, and describe potential next steps for future iterations.

GDC 2019

Sean Feeley

Sony Santa Monica Studio

free content

Programming

Programming

Visual Arts

Visual Arts