Naughty Dog and Crytek Facing Off at Siggraph With The Last of Us and Ryse: Son of Rome

By Giuseppe Nelva

August 9, 2014

Siggraph 2014 starts tomorrow, and between video game developers the front and center of the stage will be held by Crytek and Naughty Dog, that will focus their presentations on The Last of Us and Ryse: Son of Rome, sharing their secrets with an audience of industry professionals.

Normally most of the presentations end up filtering online, so we’ll probably be able to enjoy some of them in the upcoming weeks.

Naughty Dog developers will focus on Dailies presentations, which will be held on Wednesday, August 13th between 6 and 8 PM PDT. Here’s a list.

Enemy Hit Reactions in “The Last of Us” by Animator Michal Mach.

Simulating a Rat Swarm for The Last of Us by Dynamic Artist Neilan Naicker.

Why Ratchet & Clank is the Most Important PS5 Game

The Last of Us – Saving Ellie by Animator Michal Mach.

The Last of Us: Ellie and the Giraffes by Animator Almudena Soria Sancho.

Crytek, which already won the Siggraph Award for best real-time graphics, will have a more mixed series of presentations including two courses:

Building an Empire: Asset Production in Ryse by Technical Art Director Christopher Evans and Technical Artist Sascha Herfort.

With Ryse: Son of Rome, Crytek was literally building the plane while flying it. Working directly with Microsoft, Crytek artists and engineers routinely pushed the early Xbox One hardware to its breaking point. This course reviews the decisions made and experience gained during development of the character-focused Xbox One launch title.

Crytek’s cross-disciplinary team has a unique background in games and film, and a pipeline was built to blend assets in and out of story sequences, melding the 90+ minutes of performance-capture linear storytelling with the 10+ hours of interactive gameplay. A special focus of the course is on techniques appropriated from film production methodologies, such as cache-based pipelines for one-click integration of complex simulations and destruction, an in-engine virtual production performance-capture pipeline, FACS-based facial rigging and animation, runtime cloth and character physics, etc.

Advances in Real-Time Rendering in Games, Part I will also see the participation of Rendering Engineers Nicolas Schulz and Theodor Mader.

The attached Computer Animation Festival Electronic Theater will present the Legend of Damocles cinematic from Ryse, directed by Peter Gornstein and Jakub Jabłoński from Platige Image, which helped creating the game’s cinematics.

The folks at Platige Image will also host two Dailies.

Ryse: Son of Rome – Transitions; CGI Reliefs by Composition Artist Selim Sykut and CG Supervisor Andrew Sykut.

Stylised Rendering – Ryse Son of Rome: Legend of Damocles by Composition Artist Selim Sykut and CG Supervisor Andrew Sykut.

You can check out a sneak peek on the Transitions; CGI Reliefs presentation in the Dailies trailer below.

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Giuseppe Nelva

Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.

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