FXGuide Game environment series based on Remember Me
June 7, 2013 5 Comments
Remember Me, the new Capcom’s IP and the project I was working on has been released!
For the occasion FXGuide has publish a series of three articles about the rendering of Remember Me.

Mike Seymour from FXGuide, Michel Koch (Co-art director of Dontnod) and me have worked together to get these articles up. These articles overlap some posts I have done on this blog, this is what I will details here.
Game environments – Part A: rendering Remember Me
http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/
The first article talk about the PBR system of Remember Me describe in
Adopting a physically based shading model and Feeding a physically based shading model
and the reflection system describe in two parts:
Image-based Lighting approaches and parallax-corrected cubemap and GPU Pro 4 – Practical planar reflections using cubemaps and image proxies (with video)
The FXGuide article include exclusive video, concept and image from the game not present in above posts.It link the concept art with the technic develop. It also include return from the Dontnod team. The blog posts contain pseudo-code and more programming stuff not present on FXGuide.
Game environments – Part B: rain
http://www.fxguide.com/featured/game-environments-partb/
The second article talk about how we handle the rain in Remember Me, as was describe in
Water drop 2a – Dynamic rain and its effects
The FXGuide article include additional concept to show rainy mood world of the game. The blog posts contain pseudo-code and more programming stuff not present on FXGuide.
Game environments – Part C: making wet environments
http://www.fxguide.com/featured/game-environments-partc/
The third articles talk about physically based wet surfaces, as was describe in:
Water drop 1 – Observe rainy world, Water drop 3a – Physically based wet surfaces and Water drop 3b – Physically based wet surfaces
FXGuide article sum up this huge topic to be more accessible and less painful to read. People willing to go more in depth could read the above posts. The blog posts contain pseudo-code and more programming stuff not present on FXGuide.
Dead End Thrills screen of Remember Me
http://deadendthrills.com/category/remember-me/
Not related to technical stuff but as the subject of this post is the rendering of Remember Me, don’t forget to take a look at the awesome high resolution screenshots done by Dead End Thrills.

Hello and thank you very much for those articles! I wonder if there’s a possibility for you to cover how the “digital noise/glitches” effects when loosing health and “sensen fury”s flying shards of chromatic aberration were done?
Thank you.
Hi,
These effects have been done by FX artists base on the view dependent particles system (use for the rain) and simple read in scene colors. I will ask to them if they can explain more.
From Thomas Iché the FX artist behind these effects:
“Low Health, Hit and Game Over Glitches are basically made of billboard non-square particles attached to the camera.
These particles makes use of a set of three simple shaders based on reading a resolved backbuffer with distorted and/or offset texture coordinates.
By using offset, glitch and chromatic aberration we tried to reproduce block corruption as seen in JPEG/MPEG-based compression
The main goals were to reduce screen coverage to a minimum (to save performance) while offering unique motion, dynamics and random repartition at each time: as particle tool provided great control for this kind of effect.
The chromatic aberration effect involves three readings of the backbuffer (one for each RGB channel), each one slightly offset from the others, and recomposed into a final RGB output.”
thank you very much for the answer, those glitches give an unique experience to the player, very well done.
I am about halfway through the game, and I can say its environments are very creative and beautiful. I can see that a lot of attention was given to the details, good work!