Art asset creation was one of our key points of discussion at GDC 2016. Speaking with CryEngine, we revealed some of the particle effects and computational fluid simulation performed at the engine-level – stuff that really drives games we play in the visuals department. Textures and “painted” objects are also a critical point for discussion, an aspect of game art that software tools creator Allegorithmic is intimately familiar with. Allegorithmic's “Substance” software tools are distributed to and used by major triple-A studios, including Activision's Call of Duty teams, Naughty Dog (Uncharted 4), Redstorm (Rainbow Six: Siege), and more.

In this behind-the-scenes discussion on game creation, we talk GPU resource limitations, physically-based rendering, and define different types of “maps” (what are normal, specular, diffuse maps?). For a previous discussion on PBR (“What is Physically-Based Rendering?”), check out last year's Crytek interview; PBR, for point of reference, is being used almost everywhere these days – but got major attention with its Star Citizen integration.

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