“Stylized Rendering in Games” by McGuire, Halén, St-Amour, Calver, Thibault, et al. …

  • ©Morgan McGuire, Henrik Halén, Jean-Francois St-Amour, Deano Calver, Aaron Thibault, Brian Martel, and Chandana Ekanayake



Entry Number: 08


    Stylized Rendering in Games

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    As they matured, the visual arts (painting, sculpture, photography, and architecture) all developed new visual-abstraction mechanisms to go beyond “realism”. Recent advances in visual effects have put film and games into this transitional state.  In a sense, we’re like artists at the end of the Renaissance: we’ve nearly mastered photorealism, but are only at the beginning of our discoveries about expression and perception. 

    Some film effects are subtle, like the color shifts and post-processing in Mirror’s Edge. Others, such as the graphic-novel look of Prince of Persia, dominate the entire rendering style.  In games, real-time and interactive constraints require more efficient and robust solutions than are employed elsewhere in computer graphics. And to be successful, a stylized renderer must integrate with appropriately stylized models, animation, and audio to form a coherent virtual world and ultimately enhance game play. 

    In this course, leading game developers candidly discuss the challenges of creating and implementing a stylized artistic vision for a game. Each speaker covers a specific game aspect, such as the art pipeline, rendering algorithms, art direction, and modeling.    

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