~/talk

Real Time Filters: The Art of Aesthetics

Talkat GCAP 2017 · 2017-10-24..10-25· [web-animation, creative-coding]
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Covers concrete techniques used to make Dead Static Drive’s look: using lookup tables (LUTs) and gradient maps to warm highlights and cool shadows, desaturating midtones and shadows, and a small-radius, player-centered bounce light that becomes a gameplay mechanic for night visibility. Describes editing the engine’s lighting pipeline with deferred renderer edits, a custom specular shader using cross/cos math to get long anisotropic highlights, iterative color-graded pipelines, and that the approach worked enough to win an Epic grant and public demos.

AI-written summary · about

  1. 0:00Aesthetics in game design
  2. 5:23Why every game has an aesthetic
  3. 6:46Unique visual styles
  4. 8:53Unforgettable game aesthetics
  5. 10:19Immersive experiences beyond mechanics
  6. 12:07Limitations in game aesthetics
  7. 15:37Mood with color and lighting
  8. 19:36Creative process for aesthetics
  9. 29:59Case study: Dead Static Drive
  10. 37:45Advanced lighting techniques
  11. 44:26Q&A
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