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Get a behind-the-scenes look at  Detroit: Become Human 's tech at GDC 2018

Get a behind-the-scenes look at Detroit: Become Human's tech at GDC 2018

November 29, 2017 | By Staff

November 29, 2017 | By Staff
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More: Console/PC, Programming

As Quantic Dream prepares to release its neo-noir thriller Quantic Dream next year, some of the game's dev team are laying plans to speak at the 2018 Game Developers Conference about how the game's remarkable tech works.

Both Quantic Dream lead engine programmer Ronan Marchalot and graphics programmer Guillaume Caurant will be giving GDC 2018 Programming track talks, the former on the game's rendering tech and the latter on its lighting engine.

In "Cluster Forward Rendering and Anti-Aliasing at Quantic Dream" Marchalot will give an overview of Quantic's rendering technology, how the engine is integrated in Maya and how artists produce materials.

He'll cover the switch from deferred lighting to cluster forward lighting, what the benefits are and how his team addressed the issues they met. He'll also take a look into how they implemented temporal anti-aliasing, and how they used it to improve some features such as SSR, SSAO, PCF shadows, skin subsurface scattering and volumetric lighting.  

Meanwhile, in "The Lighting Technology of 'Detroit: Become Human'", Caurant aims to show how the Quantic Dream team transitioned their lighting system to only use photometric units based on real life measurements.

He'll also talk about their calibration and validation tools that help artists stay photoreal, and the complexity of controlling the exposition values of different environments. Plus, he'll cover their indirect lighting system, how they reduced light leaking artifacts, how they managed transitions through portals and how well it interacts with their volumetric lighting.

What's more, we have lots more GDC 2018 announcements to make in the coming months. For more information about GDC 2018 visit the show's official website, and subscribe to regular updates via Facebook, Twitter, or RSS.

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