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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Demystifying the Clouds of 'Borderlands 4': Adapting Volumetric Cloud Technologies to a UE5 Open-World Game

Spencer Luebbert  (Art Director/Tech Art Director, Disbelief)
Location: Room 2005, West Hall
Date: Friday, March 13
Time: 11:40 am - 12:10 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Visual Development, Design
Format: Lecture
Vault Recording: Video
Audience Level: All

A quick recap of real-time volumetric cloud rendering techniques will be followed by a behind the scenes look into BL4’s open world clouds system. Gearbox will discuss the issues involved in shipping an open world cloud system, which responds to localized dynamic weather, is art directable through custom tools, and made use of standard Unreal Engine features. Practical examples will be used to describe the solutions, and lessons learned along the way. The speaker is an Art Director Director with 17+ years of game industry experience.

Takeaway

An understanding of one AAA game's approach to creating and shipping a dynamic cloud system, using industry standard techniques. Through practical examples, attendees will learn about industry standard cloud rendering concepts and techniques, how these these can be implemented in Unreal Engine, and strategies to make clouds art directable, dynamic and performant.

Intended Audience

This presentation is targeted at artists, technical artists, rendering engineers, and anyone with an interest in real-time clouds, atmosphere and weather. Knowledge of Unreal Engine is beneficial but not necessary.