Free Range AI

Lecture by Aaron Canary at GDC 2014. When game worlds were simply linear presentations of rooms and corridors, it was acceptable to create AI that existed solely in those confined spaces.  As the industry moved to more open world games, static set-piece characters quickly broke the intended immersion of…

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“Lighting and Simplifying Saints Row: The Third”

Lecture by Scott Kircher at GDC 2012. Describes some of the key rendering technologies behind Saints Row: The Third. Main topics will be an update on Volition’s inferred lighting technology and our new automated LOD generation system. Neither of these systems existed in Saints Row 2. In particular, this…

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GDC 2011 – Embrace the Database

Lecture by Adam Pletcher at GDC 2011 San Francisco, as part of the Technical Artist Bootcamp Databases have been around forever, but aren’t widely understood or used by game developers. This session illustrates why every Technical Artist needs the power of databases in their standard bag of tricks. Clear applications…

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Inferred Lighting

Lecture by Scott Kircher and Alan Lawrence at SIGGRAPH 2009. This paper presents a three phase pipeline for real-time rendering that provides fast dynamic light calculations while enabling greater material flexibility than deferred shading. This method, called inferred lighting, allows lighting calculations to occur at a significantly lower…

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