Agenda
'DEATH STRANDING 2': Making of Voxel 3D UI Map
This talk presents a complete overview of the technical process behind the creation the 3D UI Voxel map for Death Stranding 2 developed by Kojima Productions. It walks through every stage of development from early game design and production requirements to capturing and processing open-world level data, as well as the voxel rendering technique used to visualize the map. This presentation explains how the 3D UI map was built without relying on artist created assets to be visually rich and memory-efficient while meeting strict performance constraints. It highlights the custom tools and workflows designed to process large scale open world data, the methods used to convert that data into engine ready assets, and the rendering strategies that made efficient voxel rendering possible.
Takeaway
Attendees will learn how to build a visually rich, memory-efficient 3D UI map using voxel rendering. The session provides practical insights into open world data capture, custom toolchains, and rendering techniques that meet real-time performance on consoles. The techniques and tools presented are not engine specific and can be adapted for use in other game engines.
Intended Audience
This presentation targets technical artists, graphics programmers, engine and tool developers, and advanced game development students. Attendees should have a basic understanding of 3D graphics, shaders, game engine workflows, and programming in C++. It offers practical, engine-agnostic techniques for efficient 3D UI map creation and voxel rendering.