Joshua Yu (Lead Technical Artist, LIGHTSPEED STUDIOS, LIGHTSPEED STUDIOS)
Leon Wei (Engine Team Lead, LIGHTSPEED STUDIOS, LIGHTSPEED STUDIOS)
Location: Room 3022, West Hall
Date: Tuesday, March 21
Time: 5:30 pm - 6:30 pm
All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
Programming, Visual Arts
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.
This is intended for developers and artists of mobile games who wish to gain knowledge and experience in developing open-world mobile games.