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Frostbite Presents at GDC 2023

This year’s Game Developers Conference celebrated “the Future of the Industry” at San Francisco’s Moscone Center, bringing game developers together from across the globe to discuss the latest in game technology. Touching on everything from trends in visual arts and audio to the future of virtual reality, this year’s speakers shared ways to make games more accessible, successful, and fun. There was even advice on offer about developing a good portfolio and pitching your new game. 

Members of the Frostbite team were among the 20+ speakers from Electronic Arts at this year’s conference, presenting on topics ranging from terrain procedural tools in Frostbite, the technology behind Frostbite-powered titles like Need for Speed and Dead Space, and ways to inspire content creators across the industry to new heights of creativity. 

Here are some of the talks given by Frostbite at GDC 2023:

 

From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite

Speaker: Julien Keable

Description: In this talk, Julien Keable, Team Lead for Frostbite Terrain Tools at Electronic Arts, presented the Frostbite Terrain Procedural Framework. These tools are currently used by five EA titles — including Battlefield 2042 and EA Sports PGA Tour — to create interdependent data layers that drive various aspects of the environment: material selection and its attributes, topology, seamless integration of objects with terrain, object scattering, and more.

Leveraging Frostbite runtime rendering technology, Frostbite Terrain Tools implement an advanced non-destructive GPU-based layer compositing system with data-driven behaviors that let game entities affect terrain. With these automated workflows in the editor, artists iterate faster and can bypass hours of mind-numbing manual steps, reinvesting that saved time where it matters.

 

Workflow Improvement Methods for Frostbite

Speaker: Tanjulia Akter

Description: To build world class games, you need world class tools. The suite of tools in the Frostbite engine are created to empower content creators, technical artists, and many others to perform at their best. Building these tools with user feedback loops that drive continuous workflow improvements is at the core of the user experience we strive to bring to Frostbite.

Tanjulia Akter, Software Engineer at Frostbite, presents some of the creative ways Frostbite teams have navigated balancing prioritization between developing large scope features and addressing small workflow improvement suggestions.

 

If you didn’t get a chance to attend the show this year, you can still catch both talks online in the GDC Vault.

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