{"id":119666,"date":"2020-10-22T16:32:00","date_gmt":"2020-10-22T16:32:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/372394"},"modified":"2020-10-22T16:32:00","modified_gmt":"2020-10-22T16:32:00","slug":"video-the-lighting-technology-of-detroit-become-human","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/10\/22\/video-the-lighting-technology-of-detroit-become-human\/","title":{"rendered":"Video: The lighting technology of Detroit: Become Human"},"content":{"rendered":"<p>The branching story of <em>Detroit: Become Human<\/em> lives and dies on the robot-filled dystopian future that defines its setting. That future is told through a number of visual indicators, one of them being the game&#8217;s lighting technology. How was that technology implemented?<\/p>\n<p>At GDC 2018, Quantic Dream&#8217;s Guillaume Caurant shows how the Quantic Dream team transitioned their lighting system to only use photometric units based on real life measurements for <em>Detroit: Become Human. <\/em><\/p>\n<p>It&#8217;s a helpful talk for programmers working on lighting systems everywhere, one you can watch up above or for free <a href=\"http:\/\/youtube.com\/gdconf\">on the GDC YouTube channel.<\/a><\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can&nbsp;<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The branching story of Detroit: Become Human lives and dies on the robot-filled dystopian future that defines its setting. That future is told through a number of visual indicators, one of them being the game&#8217;s lighting technology. How was that technology implemented? At GDC 2018, Quantic Dream&#8217;s Guillaume Caurant shows how the Quantic Dream team [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":119667,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-119666","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/119666","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=119666"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/119666\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/119667"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=119666"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=119666"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=119666"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}