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
The first article talk about the PBR system of Remember Me describe in
and the reflection system describe in two parts:
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
The second article talk about how we handle the rain in Remember Me, as was describe in
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
The third articles talk about physically based wet surfaces, as was describe in:
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
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.