Interactive Wind and Vegetation in 'God of War'
In this 2019 GDC session, Sony Santa Monica Studio’s Sean Feeley shares how they developed the robust, interactive wind and vegetation system to support the players’ feeling of controlling a powerful character.
Register for GDC 2022, in-person in San Francisco, March 21-25, 2022: https://gdconf.com/passes-prices/?_mc=blog_x_gdcsfr_un_x_gdcsf_x_x-1
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Видео Interactive Wind and Vegetation in 'God of War' канала GDC
Register for GDC 2022, in-person in San Francisco, March 21-25, 2022: https://gdconf.com/passes-prices/?_mc=blog_x_gdcsfr_un_x_gdcsf_x_x-1
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Видео Interactive Wind and Vegetation in 'God of War' канала GDC
Показать
Комментарии отсутствуют
Информация о видео
Другие видео канала
Sounds as Intended: Quality Assurance in Game Audio10 Key Quest Design Lessons from 'The Witcher 3' and 'Cyberpunk 2077'Growing an Internet Cult: 'Cult of the Lamb's' Social StrategyNo-Budget DIY Marketing for Indie GamesDesigning 'MARVEL SNAP'The Golden Rule of Game Promotion: No One Cares About Your GameWinners Montage: 2023 Game Developers Choice AwardsFinding Harmony in Anime Style and Physically Based RenderingHow Great Key Art Can Lead to Doubling Marketing NumbersDesigning the Museum Flashback: 'The Last of Us Part II'Inclusive Marketing for IndiesThe Art Direction of 'Psychonauts 2'Gamifying Creativity in 'Chicory: A Colorful Tale'My Elephant in the Room: An 'Old World' PostmortemRestoring the Forest: Capturing the Themes of 'Kena' Through VFXBlowing from the West: Simulating Wind in 'Ghost of Tsushima'Making Indie Games with Public Domain ContentHow NOT to Build a VR Arcade GameThe Animated World of 'Ratchet and Clank: Rift Apart'The Rust Programming Language for Game Tooling'Sunless Skies': A Narrative Postmortem