Presented by Chris Doran
November 1st16:00 - 17:00Room : Verdun
Many urban myths surround game lighting technology: high-quality baked lighting requires long render times; complex dynamic lighting is only for high-end consoles; good lighting is not something mobile developers need to worry about. This talk challenges these myths. An argument is made as to why the static versus real-time divide is no longer relevant, and how rethinking the way lighting is generated can provide higher quality through more iterative workflow. As mobile games move from phones to tablets, developers will need simple, fast workflows that can get good-looking games made without triple-A style render farms, or triple-A budgets. Computing lighting for a game level is already practical ‘on level load’ on mobile platforms and for many developers this provides an attractive alternative to baking.
Learning Objectives
- Survey and examples from current lighting research.
- Examples of using real time techniques as part of an offline process.
- What we can expect to be practical on mobile devices in the near future.
Chris Doran is Founder and Chief Operating Officer at Geomerics. From day one he has worked to form a team dedicated to bringing ever better lighting technology to games developers. Prior to forming Geomerics, Chris was an Advanced Research Fellow at Cambridge University. He was made a Royal Society of Edinburgh Enterprise Fellow in 2004 and has now helped bring two new companies to market. He is a regular speaker at international conferences, and this year is helping to run workshops encouraging academics to turn their unique skills into successful enterprises.




