GDC 2014

GDC 2014 Session Scheduler

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Export Schedule:

The Visual Effects of inFAMOUS: Second Son

Matt Vainio  |  Senior VFX Artist, Sucker Punch

Location: Room 2006, West Hall

Format: Session
Track: Visual Arts
Vault Recording: Video

This session will cover the processes behind the visual effects development of inFAMOUS: Second Son, from breakdowns of specific effects to discussions of our tools and workflow. We will discuss the challenges of creating a diverse set of visual elements, such as smoke and neon super powers. We'll share how we used concept art during production to meet the challenge of defining a visual language for the effects. A new generation of engine and tools were created during the course of development - we'll take a look at how this gave us increased lighting accuracy, an expression-based particle editor and real-time curl noise that allowed us to create a unique suite of visual effects. We'll conclude with a few hard lessons that we learned along the way about the changes to our workflow.


Attendees will learn how Sucker Punch tackled the complex problems of a visual effects-heavy superhero game. Attendees will also gain insights into our visual effects development process and toolset.

Intended Audience

This session is intended for visual effects and technical artists, but should be accessible for anyone interested in the visual effects creation process. The intended audience should have a basic understanding of pixel shaders and vector math to get the most out of the presentation.