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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)

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

Topic: Production & Team Management, Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: No

With the power of the PS5, the Insomniac Games lighting team was able to redefine the limits of real-time lighting on Ratchet and Clank: Rift Apart to deliver a final product that delivered on the promise of motion picture quality visuals and utilizing lighting as a powerful story telling device. 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.