Tech Talks

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Tech Talks


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It’s All in the Hands: VR Animation and Locomotion Systems in Lone Echo

Jacob Copenhaver, Lead Gameplay Programmer

This session presents the technology behind the animation and locomotion systems we developed to create a fully animated first person VR character that can climb and crawl across arbitrary surfaces. It showcases the ‘Lone Echo’ movement model, as well as our methods for animating hands to grab arbitrary surfaces and controlling the first person body.

Published 03.09.2017 | Download (PPT) | Download (PDF)

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Art Talks


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Crafting Victorian London: The Environment Art and Lighting Pipelines of The Order: 1886

Nathan Phail-Liff, Art Director
Anthony Vitale, Lead Environment Artist

In the first half of our art production session, we go into depth on our environment art, material, and lighting pipelines created over the course of development on The Order: 1886. This includes our inheritance driven material and compositing system, environmental modeling and surfacing techniques, and volumetric and baked lighting features and workflows.

Published 08.14.2015 | Download


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Melton and Moustaches: The Character Art and Shot Lighting Pipelines of The Order: 1886

Nathan Phail-Liff, Art Director
Scot Andreason, Lead Texture and Shading Artist

In the second half of our art production session, we cover our character art specific pipelines created over the course of development on The Order: 1886, including a hybrid 3d scanning and conceptual characterization process, hair grooming and shading, costume textiles and detailing, modeling standardization, and cinematic shot lighting.

Published 08.14.2015 | Download


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Real-Time Transformations in The Order: 1886

Sean Weronko, Lead Character Technical Artist
Scot Andreason, Lead Texture and Shading Artist

This presentation covers our real-time transformation tech, which includes the evolution of our morph rig, cloth tearing, hair growth, and seamless material blending. We step through each of these topics and show how we refined our process throughout production.

Published 08.14.2015 | Download


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Girls, Guns, and 3D Projection Painting in Mari

Jo Watanabe, Texture Artist
Brandi Parish, Texture Artist

In this session, we cover our texturing and material compositing system, with a specific focus on surfacing character faces and weapons, and how Mari was integrated into our pipeline with its projection and vector painting features.

Published 08.14.2015 | Download

Tech Talks


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Advanced Lighting R&D at Ready At Dawn Studios

David Neubelt, Lead Graphics & Engine Programmer
Matt Pettineo, Lead Graphics & Engine Programmer

In the first half of our presentation, we share a new method developed for low-to-medium gloss materials using Spherical Gaussians for approximating diffuse and specular baked global illumination. In the second part, we discuss problems we encountered with our lighting workflow and how these issues could be mitigated by our latest research.

Published 08.14.2015 | Download | Course Page


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Rendering The Alternate History of The Order: 1886

Matt Pettineo, Lead Graphics Programmer

This talk covers the antialiasing technology used in The Order: 1886, and also gives an overview of the real-time shadow technology that was developed for the game.

Published 08.14.2015 | Download | Course Page

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Animation Talks


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Animation of The Order: 1886

Adam Byrne, Lead Animator
Daniel Sipes, Lead Cinematic Animator

Ready At Dawn Studios developed next-gen engine technology which allowed us to seamlessly blend gameplay and cinematics in The Order: 1886. This presented new challenges, but also the opportunity to create a more interactive experience than previously possible. This presentation, which was originally delivered by Adam Byrne and Daniel Sipes at the Game Developer’s Conference (GDC) 2015, examines our approach to authoring realistic performances and reviews our advancements in real-time animation systems.

Published 08.14.2015 | View on Youtube

Tech Talks


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Material Pipeline

David Neubelt, Lead Graphics & Engine Programmer
Matt Pettineo, Lead Graphics & Engine Programmer

This talk is an expanded version of the same talk given at SIGGRAPH 2013. It once again covers the shading and material pipeline used for The Order: 1886, and also includes new details about the rendering technology behind the game.

Published 08.14.2015 | Download

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Tech Talks


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Material Pipeline

David Neubelt, Lead Graphics & Engine Programmer
Matt Pettineo, Lead Graphics & Engine Programmer

This talk takes a detailed look at the physically based shading and material pipeline used for The Order: 1886. It covers the unique offline compositing system for automatically generating parameter maps, as well as the in-house scanner that we developed for material acquisition.

Published 08.14.2015 | Download