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Creating the Flood Effects in Uncharted 3
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SKU GDC12-3316
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Description
Creating the Flood Effects in Uncharted 3

Speaker/s: Eben Cook (Naughty Dog)
Day / Time / Location: Thursday 11:30-11:55 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Visual Arts / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: This session is a break down of one of the flood effects in Uncharted 3. It discusses how a fluid simulation was used to inspire the final look and how it was used to create an animated surface mesh that made it into the engine. It covers the particle techniques used to complete the look of the flood. Shader features for both the surface and the particles are covered, as are a couple of particle optimizations. The session concludes with the technique used to light the particles.
Takeaway: Attendees will walk away knowing exactly how some of the water effects in Uncharted 3 were created. Some will walk away with new techniques to try themselves or ideas for tech to implement. Hopefully most will start using manipulated mip maps, and will focus on lighting their particle systems.
Intended Audience: Visual effects artists who are interested in some insight into the art and tech used for some of the water in Uncharted 3.

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