GDC 2014

GDC 2014 Session Scheduler

View, browse, and sort the ever-growing list of GDC sessions by pass type, track, summit, format, and day. With GDC Session Scheduler you can build your schedule in advance, and access it during the show via export or with the GDC mobile app, app.gdconf.com. Please note that adding sessions to your schedule does not guarantee you a seat in that session. Sessions do fill up, so please arrive early to sessions that you would like to attend.

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Export Schedule:

Moving the Heavens: An Artistic and Technical Look at the Skies of The Last of Us

Keith Guerrette  |  Lead FX Artist, Naughty Dog, Inc.


Location: Room 3016, West Hall

Format: Session
Track: Visual Arts
Vault Recording: Video


The sky is one of the most integral components of an outdoor composition - it dictates the lighting and color palette, it casts the mood and drives the story, and frequently, it can consume a majority of the pixels on-screen. Yet, it's often one of the most overlooked, snubbed components of level creation. And for making it move? Most practices either look terrible, or require vast amounts of time and technology. Within this presentation, Keith will walk the audience through the artistic considerations of creating a compelling, dramatic sky to cast as a backdrop for their artwork. More importantly, he'll introduce the production challenges of skies within The Last of Us, and teach the audience how we were able to use vector fields, flow and some simple math to imply the motion of clouds receding into the horizon on a single matte painting, without losing our fast iteration.

Takeaway

Learn about Naughty Dog's latest approach to the development of skies. From the basic art, color and composition theories, to using vector fields to create motion, you'll walk away with an understanding of the work involved in creating the moving skylines in The Last of Us.

Intended Audience

This session is intended for artists and programmers with a curiosity for the techniques used to create high-fidelity materials and artwork. The talk will do its best to teach the prerequisite knowledge, but some experience working within the rendering confines of a game engine is recommended.