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#horizonzerodawn#vegetationrendering#proceduralgeneration

Between Tech and Art: The Vegetation of Horizon Zero Dawn

GDC Festival of Gaming

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  • One of the most-watched uploads on GDC, a conference or university channel Hallway lists. Nobody has recommended it in the communities yet, so it ranks below community picks.
  • Presented by Gilbert Sanders, Guerrilla Games
  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

174K views6 years ago

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAGame programming

Gilbert Sanders explains how Guerrilla Games created and rendered the lush vegetation of Horizon Zero Dawn on PS4 while maintaining performance.

In this 2018 GDC session, Guerrilla Games' Gilbert Sanders discusses what the studio learned in order to bring the lush and vibrant vegetation of Horizon Zero Dawn to PS4 while keeping an eye on overall performance. Register for GDC: ubm.io/341ZiaZ Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

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Moments people linked to

u/Ryu_LXKin r/GraphicsProgramming • Mentions

Horizon zero dawn Foliage Albedo for colorization Hi, in this talking ( [video ) says "average out the albedo color to mid grey", I see the final albedo is RGB-tuple not just Gray, anybody can explain what‘s going on? TIA :)
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