This presentation describes the physically based lighting pipeline of Killzone Shadow Fall. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover, it describes light rendering systems used in a new 3D engine built from the ground up for upcoming PlayStation 4 hardware. A novel real-time lighting model simulating physically accurate Area Lights will be introduced, as well as hybrid- raytraced/image based reflection system. We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.
Dan Sumaili & Sander van der Steen, Game Developers Conference 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, guerrilla, tools, pipeline, Game Developers Conference, gdcDan Sumaili and Sander van der Steen explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality.
Paul van Grinsven, GDC 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, Player Traversal Mechanics, Mechanics, gdc, Game Developers ConferencePaul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments.