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Production Pipelines for HDR and Wide Color Assets (Presented by Sony Interactive Entertainment America)

Sponsor Speakers:

Robin Green (Staff Engineer, Developer Technology Group, Sony Interactive Entertainment America)

Hajime Uchimura (Engineer, Polyphony Digital Inc.)

Location: Room 3009, West Hall

Date: Thursday, March 22

Time: 10:00am - 11:00am

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!

Topic: Programming, Visual Arts

Format: Sponsored Session

Tutorials: N/A

Vault Recording: Not Recorded

Audience Level: Intermediate

How do you retool your content creation pipeline for High Dynamic Range (HDR) and Wide Color Gamut (WCG) assets? PlayStation® invites you to learn about producing titles targeting both HDTV (Rec.709) and HDR (Rec.2100) from the same set of assets. Topics including color management, HDR display technologies, avoiding "destructive editing", plus a presentation from Polyphony Digital on how they went 100% HDR and Wide Color for GTSPORT. Aimed at Art Leads and Tools & Engine Programmers this talk will help your team build for HDR production, editing, packaging and QA. By taking the best tools & ideas from other industries and adapting them, we hope to inspire new solutions tailored to HDR game development.


Attendees will learn about developing for HDR and WCG display, gain a deeper understanding of the challenges and gain practical take-home ideas to advance the production processes in their studios.

Intended Audience

Art Directors, Technical Artists, Tools & Graphics Engine programmers