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Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'

Brian Mullen  (Lead Lighting Artist, Insomniac Games)

Anna Roan  (Lighting Artist, Insomniac Games)

Location: Room 2014, West Hall

Date: Thursday, March 24

Time: 10:00 am - 11:00 am

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Production & Team Management, Visual Arts

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

The Insomniac Games lighting team was able to deliver on the promise of motion picture quality visuals and utilize lighting as a powerful artistic element. This talk will cover the setup, challenges, and lessons learned while paving the way for next gen lighting. There will also be discussion on how the workflows and pipeline from Marvel's Spider-Man were implemented to work with this project and how that work needed to adapt over the span of the project to create a truly fantastic visual spectacle for the PlayStation 5.

Takeaway

Attendees are going to learn about how an existing infrastructure and pipeline built on the hyper-realism of Marvel's Spider-Man was implemented and adapted for Ratchet and Clank: Rift Apart and how much further the team was able to push past previous limits.

Intended Audience

Attendees of all levels will learn something in this presentation as it will balance the technical aspect of setup and pipeline development with the work being done by the artists to adapt the pipeline to fit the stylized nature of the game.