EIDOS-MONTREAL AT GDC 2016
2016-03-09 13:38:00 by Eidos-Montréal
Want to know more on how Eidos-Montréal is using tools to create games? Our dev team members are attending the 2016 Game Developers Conference in San Francisco and will be sharing their knowledge during the sessions listed below:
Custom Tools that Power Eidos-Montreal's Narrative-Driven Experiences (presented by Autodesk)
In this session, the team from Eidos-Montréal (Jean Normand Bucci, Director of Labs, R&D Department and Hubert Corriveau, Environment Director) will share their knowledge and expertise on the way they use and customize 3ds Max to create more immersive environments for the narrative driven titles from the studio: taking the existing tools and customizing them to facilitate and optimize the production flow.
GPUOpen - Unlocking Game Development with Open Source (presented by AMD)
GPUOpen is a new philosophy spearheaded by AMD that aims to bridge the gap between console and PC game development by allowing optimal access to the GPU for developers. GPUOpen is a portal to effects, SDKs, libraries and tools that provide various levels of GPU access and functionalities for real-time graphics and content creation. In addition GPUOpen components are provided with an open source license to give developers full control and usage of the code they choose to use. GPUOpen marks the beginning of a new era where developers are able to achieve their artistic and technical vision via open and unrestricted access to the GPU.
Improving geometry culling for Deus Ex: Mankind Divided® (presented by Umbra)
This talk will explain how we used Umbra in Deus Ex: Mankind Divided, a game powered by the Dawn engine. In order to support the very rich environments our artists envision, we needed a very efficient geometry culling solution without the associated manual labour. We will give a general overview of the Dawn Engine™ and show how Umbra was integrated from the edition and offline building to the low level-rendering engine to achieve this goal. We will go into the details of how Umbra was used for the main camera, but also the generation of the shadow maps. Since many of our lights are static, we cached the static geometry visibility to speedup the umbra query. We will also discuss how we used umbra to speed up our offline GI computation.