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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

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.

Visual Effects Summit: Procedural Cinematic Symbiotes in 'Marvel's Spider-Man 2'

Matthew Bennett  (Principal Visual Effects Artist, Insomniac Games)

Jonathan Garrett  (Lead Engine Programmer, Insomniac Games)

Derek Lewis  (Advanced Senior Technical Artist, Insomniac Games)

Location: Room 3006, West Hall

Date: Monday, March 18

Time: 10:50 am - 11:50 am

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

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: Advanced

Symbiotes take various forms and play a significant role in Marvel's Spider-Man 2. These symbiotes are rendered in highest fidelity during the game cinematics. Insomniac created a variety of workflows to make symbiotes. These workflows had to be robust enough to convey life-like motion, fast enough for users to iterate within a production timeline, and performant enough to run at sixty frames per second. This presentation breaks down the creation process of cinematic symbiotes in Marvel's Spider-Man 2. The presenters walk through custom procedural tools created to facilitate art directable effects, the export process, and the custom engine systems implemented. The presenters dedicate special attention to showcasing a novel real-time meshing system used extensively in the rendering of Symbiotes in Marvel’s Spider-man 2.

Takeaway

Attendees will see how symbiotes were created for Marvel's Spider-Man 2 cinematics. Attendees will observe how users generated complex next-generation effects using procedural tools, how these effects were exported to engine, and how that data was processed in engine.

Intended Audience

The intended audience is intermediate to expert visual effects artists, technical artists, game developers, engine programmers, and computer graphics specialists.



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