Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center

Uncharted 3 Visual Effects

Los Angeles Convention Center, West Hall B

Visual effects in gaming and runtime environments requires heavy optimization to keep the game within frame-rate while still delivering an intense visual experience. This demo shows how Naughty Dog uses a simple particle sprite to create motion and visual interest without relying on large particle counts. In the burning chateau level of Uncharted 3, the team employed every available technique and devised completely new ones to convince players that the building was burning down around them. They created dynamic materials for particles, some of which used depth-buffer information to create the illusion of fire at different depths all on one particle sprite. And they created animated materials for wallpaper that would burn and curl as the fire spread.

Doug Holder
Iki Ikram
Naughty Dog Inc.