GDC Europe 2013: Shining the Light on Crysis 3

This presentation is part of my talk at the GDC Europe 2013 in Cologne. The 50 minutes session goes through the production of Crysis 3 and showcases important lighting principles for creating appealing scenes. I also explain how physics can help create better materials and textures, using physically-based rules, and how the CryENGINE lighting features were used in Crysis 3 to create one of the best visual experiences in a video game. Furthermore, several case studies provide a clearer demonstration of the methods and workflows I used to design the lighting for outdoor, indoor and cinematic scenes.

gdce2013

Enjoy 30 additional bonus slides as well, that were not shown during the talk, as 50 minutes is rarely enough to talk about such a wide topic of discussion.

Download

Shining the Light on Crysis 3 PDF
Continue reading “GDC Europe 2013: Shining the Light on Crysis 3”

FMX 2013: The Art and Technology behind Crysis 3

This presentation is part of my talk at the FMX 2013 conference in Stuttgart. The session goes through the different phases of the art production, from concepting to full production. Tiago Sousa describes some of the technical features implemented to create one of the best visual experience to date in a video game.

fmx2013

Download

The Art and Technology behind Crysis 3 PDF


Continue reading “FMX 2013: The Art and Technology behind Crysis 3”

Making of Crysis 2 DirextX11 Upgrade

The following article presents the new features introduced in the DirectX 11 pack for Crysis 2, from Realtime Local Reflection (RLR) to improved tonemapping as well as Screen Based Directional Occlusion (SSDO) and Realistic Shadows with Variable Penumbra.

This slideshow requires JavaScript.

Download

Crysis 2 DX11 Ultra Upgrade PDF from MyCrysis.com
Crysis 2 DX11 Ultra Upgrade PDF from WordPress.com
Continue reading “Making of Crysis 2 DirextX11 Upgrade”