Battlefield 3 Talk Scheduled for GDC
At the upcoming Game Developer Conference (February 28th - March 4th, 2011) DICE will be holding a talk titled "Lighting You Up in BATTLEFIELD 3". These lectures are only open to developers, but usually presentation material is posted to the public after the conference.
Interesting that the actual title of the lecture includes "Battlefield 3", which is not 'officially' announced. If DICE wanted to conceal it, they could have just left it at "Frostbite 2 engine". Wonder if this is a sign that we might see something before GDC.
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Lighting You Up in BATTLEFIELD 3 Speaker/s: Kenny Magnusson (EA DICE)
Day / Time / Location: TBD
Description: This session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine and how it enables us to stretch the boundaries of lighting in BATTLEFIELD 3 with its highly dynamic, varied and destructible environments.
BATTLEFIELD 3 goes beyond the lighting limitations found in our previous battlefield games, while avoiding costly and static prebaked lighting without compromising quality.
We discuss the technical implementation of the art direction in BATTLEFIELD 3, the workflows we created for it as well as how all the individual lighting components fit together: deferred rendering, HDR, dynamic radiosity and particle lighting.
Takeaway: * How we merged the two lighting systems for mirror's edge and battlefield * How does a real time radiosity architecture work for a Video Game * How we manage the new authoring of meshes * The advantages of a real time radiosity * Lighting large environments * The best practice * How we use lights * Why its important to separate elements in the lighting system * why is workflow so important * what we have we learned in this process
Intended Audience: Attendees should understand the fundamentals of lighting systems used in contemporary game development as well as basic principles of rendering technology. Primarily directed at technical artist and rendering programmers, the presentation is accessible enough that anyone attending will gain an insight into the world of lighting.
Eligible Passes: All Access Pass, Main Conference Pass
Kenny Magnusson (EA DICE)
Senior Lighting and VFX Artist
EA DICE
Kenny has worked at Dice for 14 years and been involved with most of their games. He was an art director on Battlefield 2: Modern Combat and after that a technical artist on the Frostbite team. He has been working on lighting systems for games since the Playstation One. Currently, he is working with DICE/EA developing popular titles like BATTLEFIELD and MIRRORS EDGE. He has a long and unique experience creating first person games and now, with the ground-breaking game, Battlefield 3. He is now in charge of the lighting system in Frostbite 2 and also responsible for the new workflow that will speed up production considerably.
________________________________________________________________________________________________________________________
GDConf.com
At the upcoming Game Developer Conference (February 28th - March 4th, 2011) DICE will be holding a talk titled "Lighting You Up in BATTLEFIELD 3". These lectures are only open to developers, but usually presentation material is posted to the public after the conference.
Interesting that the actual title of the lecture includes "Battlefield 3", which is not 'officially' announced. If DICE wanted to conceal it, they could have just left it at "Frostbite 2 engine". Wonder if this is a sign that we might see something before GDC.
________________________________________________________________________________________________________________________
Lighting You Up in BATTLEFIELD 3 Speaker/s: Kenny Magnusson (EA DICE)
Day / Time / Location: TBD
Description: This session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine and how it enables us to stretch the boundaries of lighting in BATTLEFIELD 3 with its highly dynamic, varied and destructible environments.
BATTLEFIELD 3 goes beyond the lighting limitations found in our previous battlefield games, while avoiding costly and static prebaked lighting without compromising quality.
We discuss the technical implementation of the art direction in BATTLEFIELD 3, the workflows we created for it as well as how all the individual lighting components fit together: deferred rendering, HDR, dynamic radiosity and particle lighting.
Takeaway: * How we merged the two lighting systems for mirror's edge and battlefield * How does a real time radiosity architecture work for a Video Game * How we manage the new authoring of meshes * The advantages of a real time radiosity * Lighting large environments * The best practice * How we use lights * Why its important to separate elements in the lighting system * why is workflow so important * what we have we learned in this process
Intended Audience: Attendees should understand the fundamentals of lighting systems used in contemporary game development as well as basic principles of rendering technology. Primarily directed at technical artist and rendering programmers, the presentation is accessible enough that anyone attending will gain an insight into the world of lighting.
Eligible Passes: All Access Pass, Main Conference Pass
Kenny Magnusson (EA DICE)
Senior Lighting and VFX Artist
EA DICE
Kenny has worked at Dice for 14 years and been involved with most of their games. He was an art director on Battlefield 2: Modern Combat and after that a technical artist on the Frostbite team. He has been working on lighting systems for games since the Playstation One. Currently, he is working with DICE/EA developing popular titles like BATTLEFIELD and MIRRORS EDGE. He has a long and unique experience creating first person games and now, with the ground-breaking game, Battlefield 3. He is now in charge of the lighting system in Frostbite 2 and also responsible for the new workflow that will speed up production considerably.
________________________________________________________________________________________________________________________
GDConf.com