This presentation is a walk through of making a technical design to handle geometric complexity of Alan Wake 2. Our previous games have been relatively simple in terms of geometry, so making a game that takes place in a primordial forest with open vistas required us to rethink how to address geometry rendering. The talk is focused to give an insight of why certain techniques were selected and to what kind of implementation these decisions led us to. Intention is not to give a perfect recipe of how geometry rendering should be implemented but to explain a way that was relatively simple and catered what was needed to achieve artistic vision of Alan Wake 2. Speaker: Tatu Aalto is lead graphics programmer at Remedy Entertainment. He has been working in the games industry since 2003 and has a background in real-time graphics and software rasterization before that. Tatu has spent most of his industry career on building rendering technology and has given talks about computer graphics in various conferences.
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