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:

Samurai Landscapes: Building and Rendering Tsushima Island on PS4

Overview:

Sucker Punch Productions' Ghost of Tsushima is by far the largest game world the studio has ever built. Vegetation density and draw distance requirements meant authoring millions of object instances and efficiently processing them at runtime, far more than the engine used for inFAMOUS: Second Son could handle. This presentation will discuss the in-engine world-building tools that the team created to populate the game's natural environment, including a functional programming language interpreted as bytecode on the GPU that artists use to describe texture and placement rules for generated data. Additionally, the talk will present some of the foundational rendering runtime systems responsible for managing this much data within budget on the PS4.

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

  • Game Developers Conference 2021
  • Matthew Pohlmann
  • Sucker Punch Productions
  • free content
  • Programming
  • Programming