GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

LIGHTSPEED STUDIOS Developer Summit: Exploring the Technical Arts in the Development of UNDAWN (Presented by LIGHTSPEED STUDIOS)



Location: Room 3022, West Hall

Date: Tuesday, March 21

Time: 5:30 pm - 6:30 pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass

Topic: Programming, Visual Arts

Format: Sponsor Developer Summit

Vault Recording: Video

Audience Level: Intermediate


The creation of open-world mobile games often presents both potential and difficulties in the area of art design due to its considerable amount of content and intricate gameplay. Developers have also long been confronted with the task of integrating dynamic indirect lighting, particularly into expansive open-world games, as limited baking is inadequate in effectively adjusting to changes in the environment, nor can mobile devices calculate real-time processes such as ray tracing.

Joshua Yu and Leon Wei from LIGHTSPEED STUDIOS will explain the rendering and performance optimization techniques and shading solutions that were used in UNDAWN to deliver an engaging experience. They will also present a real-time irradiance solution that creates irradiance probes in accurate positions and processes them into irradiance storage which is then employed to shade indirect lighting for objects. This technique ensures the GPU's rendering potency.


Attendees will gain knowledge on coordination and execution of water simulation, rendering, post-processing, foliage rendering, rendering engine optimization, memory optimization, etc., in open-world mobile games like UNDAWN. Further, they will gain insights into a real-time irradiance probe-based solution to tackle dynamic indirect lighting in mobile games.

Intended Audience

This is intended for developers and artists of mobile games who wish to gain knowledge and experience in developing open-world mobile games.