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'Marvel's Spider-Man: Miles Morales': A Technical Postmortem

Mike Fitzgerald  (Director of Core Technology, Insomniac Games)

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

Vault Recording: TBD

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

Marvel's Spider-Man: Miles Morales provided a unique set of challenges for Insomniac. It had to push forward the state of the art on PS4. It had to deliver stunning PS5-only features. And it needed to be completed a scant two years after the first Spider-Man title. This talk looks at how we pushed our technology forward on multiple fronts to address these challenges. Among other topics, we'll discuss the multiple overlapping approaches to transforming our existing city into a fresh, wintry, holiday environment. We'll discuss how we removed perceptible loading on a platform that upended all the constraints we'd conquered in the previous gen. We'll cover how we delivered our first 60fps console title since 2009. And we'll pay special attention to the iterative development of the ray-traced reflections that became the game's standout technical feature on the PS5.

Takeaway

Attendees will understand how Insomniac approached development of a "next-gen" launch title, and how time constraints, creative solutions, and a few stumbles led to the unique advances seen in Marvel's Spider-Man: Miles Morales.

Intended Audience

Anyone interested in rendering techniques, large-scale environment development, optimizing for ultra-fast storage, or just a peek behind the curtain of Insomniac's development. The talk will be entirely tech-focused but accessible to broad levels of expertise.