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You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Mikkel Svendsen (Render Programmer, Geometric Interactive)
Location: Room 3016, West Hall
Date: Friday, March 22
Time: 1:30 pm - 2:30 pm
Pass Type: All Access Pass, Core Pass - Get your pass now!
Topic: Programming, Visual Arts
Format: Session
Vault Recording: Video
Audience Level: Intermediate
This talk details the graphical techniques developed for COCOON, the debut title of Geometric Interactive, founded by Jeppe Carlsen, lead gameplay designer on LIMBO and INSIDE.
Rendering the game's beautiful worlds within worlds takes a few tricks—from thick billowing froxel fog and spherical harmonics volumetric lightmaps, to a host of visual effects like crystalline Voronoi bridges, SDF shoreline ripples on water, and warping through ponderable orbs.
Mikkel Svendsen presents how these features, tools and effects were implemented and shipped on the game's target platforms, how they contributed to the game's look, and how it all works together with an MSAA-friendly rendering pipeline by carefully considering the gotchas of fitting these features and effects with that.
Attendees will get a behind the scenes look at the rendering of COCOON, learn how the team implemented custom spherical harmonics light probes and froxel volumetric lighting, get the recipe for the game's tech art and effects, and performance gotchas that helped them ship on Switch.
This is for technical graphics folks—especially those fond of tools for clean art styles, attendees curious on lighting and atmospheric tools and techniques, Unity users who work with URP, or just fans of COCOON who wish for a behind the scenes look at the orbs.