“Fight Night Round 3 – PS3” by Electronic Arts

  • ©  Electronic Arts



    Fight Night Round 3 - PS3

Company / Institution / Agency:

  • Electronic Arts


    The goal set for Fight Night Round 3 (PS3) was to strive for the highest attainable photorealism in real-time visuals. We modeled anatomically correct humans so they could stand up to close scrutiny. We showed them transitioning from bouncing, smiling athletes to swollen, bleeding warriors. We recreated the world of boxing with visuals that wow not just the gamer but any passing viewer. All this in HD, all this while avoid-ing the Uncanny Valley, and all this in real-time.

    We spent hundreds of hours studying boxing films and the anatomy of boxers and the complexities involved in rendering skin and eyes. Assumptions were made about how to best achieve our goals on a new platform that had yet to be finalized, on technology that changed beneath us. To achieve these results, every detail had to be included and had to feel real. The skin shader had to calculate subsurface scattering, ambient occlusion, and spherical harmonics. It had to blend wrinkle maps and refract dynamic blood and sweat at 30 times a second. On top of that, camera effects of motion blur, depth of field, lens flares, radial blur, and colour filters deepened the cinematic experience.


    Playstation 3


    Maya 7, Photoshop, Mudbox, Zbrush

Additional Contributors:

    Art Director: Christopher Sjoholm

    Art Development Director: Kat Kelly Hayduk

    Producer: Mike Blank

    Lighting Lead: Celia Jepson

    Character Lead: Rob Hilson

    Rendering Lead: Andrew Ellem

    Rendering SE: Vicki Ferguson

    Technical Director: Pawel Siarkiewicz

Animation / Video Overview: