GDC 2025 Session Viewer
Flex and Fun: Graphics Magic in 'ASTRO BOT'
Tai Yamaguchi (Principal Graphics Programmer, Team ASOBI, Sony Interactive Entertainment)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Track: Programming, Visual Arts
Format: Lecture
Vault Recording: TBD
Audience Level: All
This talk will introduce the key graphics deformation techniques used in ASTRO BOT.
In addition to traditional static model rendering, the team implemented fluid effects using signed distance fields, a deformable water surface system based on a tessellation technique, and a versatile model deformation system to create an interactive and playful environment that gameplay needs.
These techniques enhanced gameplay immersion and contributed to an improved player experience.
Moreover, achieving a stable 60fps was critical, demanding a balance between efficient performance and real-time visual fidelity.
In this talk, Tai shares the details that enabled this balance and insights gained from actual use cases.
Takeaway
In this presentation, attendees will discover the rendering techniques that power gameplay in ASTRO BOT. Through examples like fluid effects using fluid particles, deformable water surfaces, and various model deformation implementations, they will explore lightweight, flexible, and easy-to-implement model deformation techniques.
Intended Audience
This presentation is intended for those with a basic knowledge of or interest in graphics, but anyone interested in rendering techniques for action games is welcome to attend.
Some coding examples will use PSSL (HLSL), so familiarity with these languages will enhance understanding, though it is not required.