Ready At Dawn at SIGGRAPH 2015

Art & Tech Talks on Developing The Order: 1886

Ready At Dawn
Ready At Dawn
3 min readApr 10, 2018

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ART TALKS

Crafting Victorian London: The Environment Art and Lighting Pipelines of The Order: 1886

PRESENTERS
Nathan Phail-Liff, Art Director
Anthony Vitale, Lead Environment Artist

In the first half of our art production session, we go into depth on our environment art, material, and lighting pipelines created over the course of development on The Order: 1886. This includes our inheritance driven material and compositing system, environmental modeling and surfacing techniques, and volumetric and baked lighting features and workflows.

Melton and Moustaches: The Character Art and Shot Lighting Pipelines of The Order: 1886

PRESENTERS
Nathan Phail-Liff, Art Director
Scot Andreason, Lead Texture and Shading Artist

In the second half of our art production session, we cover our character art specific pipelines created over the course of development on The Order: 1886, including a hybrid 3D scanning and conceptual characterization process, hair grooming and shading, costume textiles and detailing, modeling standardization, and cinematic shot lighting.

Real-Time Transformations in The Order: 1886

PRESENTERS
Sean Weronko, Lead Character Technical Artist
Scot Andreason, Lead Texture and Shading Artist

This presentation covers our real-time transformation tech, which includes the evolution of our morph rig, cloth tearing, hair growth, and seamless material blending. We step through each of these topics and show how we refined our process throughout production.

Girls, Guns, and 3D Projection Painting in Mari

PRESENTERS
Jo Watanabe, Texture Artist
Brandi Parish, Texture Artist

In this session, we cover our texturing and material compositing system, with a specific focus on surfacing character faces and weapons, and how Mari was integrated into our pipeline with its projection and vector painting features.

TECH TALKS

Advanced Lighting R&D at Ready At Dawn Studios

PRESENTERS
David Neubelt, Lead Graphics & Engine Programmer
Matt Pettineo, Lead Graphics & Engine Programmer

In the first half of our presentation, we share a new method developed for low-to-medium gloss materials using Spherical Gaussians for approximating diffuse and specular baked global illumination. In the second part, we discuss problems we encountered with our lighting workflow and how these issues could be mitigated by our latest research.

Course Page: http://blog.selfshadow.com/publications/s2015-shading-course/

Rendering the Alternate History of The Order: 1886

PRESENTER
Matt Pettineo, Lead Graphics Programmer

This talk covers the antialiasing technology used in The Order: 1886, and also gives an overview of the real-time shadow technology that was developed for the game.

Course Page: http://advances.realtimerendering.com/s2015/index.html

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