If you’re interested in knowing what’s under the hood of the impressive graphical fidelity of the upcoming PS4 exclusive The Order: 1886 you have to wait less than a month, as Ready at Dawn Lead Engine Programme David Neubelt and Art Director Nathan Phail-Liff will host a panel titled “Crafting a Next-Gen Material Pipeline for The Order: 1886” at GDC 2014.
Here’s the description of the panel:
This session will cover an overview of the shading and material pipeline developed for The Order: 1886, both from a technical implementation standpoint as well as looking at the art pipeline built around it. We will discuss our trials and tribulations in implementing a physically-based shading model for a next-gen platform target, as well as our more novel material inheritance and compositing system. This system was developed to simplify and accelerate the texturing process, as well as ensure a more consistent and high-quality material response across a large body of production content. We will also cover our texture and material pipeline from 3D scan acquisition through engine integration, offline compositing and run-time layer blending.
Attendees will get an in-depth look at our material compositing system and the pros and cons of our implementation, both from an engineering and artistic standpoint.
This session will be of interest to graphics programmers looking for details on how to implement a similar system, as well as shading and texturing artists looking for information on new texturing workflows.
According to Neubelt himself, the panel is different from the well known presentation held last year as Siggraph, as it’s “it’s more for artists and workflow”
In addition to that, we also learn that the studio’s Creative Director Ru Weerasuriya will speak at the “GDC Visual Arts Board State of the Industry Discussion” panel on Mach 19th. Here’s what we can expect from it:
The visual arts representatives on the GDC board will conduct a panel session concerning the state of the industry: where we are, where we are going, and what may prevent us from getting there. Topics of discussion will include console transition issues, mobile graphics, PC dominance, the state of DCC tools, and visual targets expected for next-gen platforms, along with a discussion of career issues and staying technically relevant for the future of the game industry. In addition to the panel discussion, there will be ample time for audience questions and group participation.
While we still don’t know if any of the sessions will be livestreamed, many often end up on YouTube after a few days, so there’s a good chance that you’ll be able to enjoy them even if you won’t attend GDC yourself.