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Find out how the Star Wars Battlefront team worked to incorporate real-world locations and props from the original Star Wars films.
August 12, 2016
To build the famous galaxy far far away, the original Star Wars production team toured the globe in search of wondrous locations that could double as the backgrounds for far-off worlds like Hoth, Tatooine and the moon of Endor.
Developers working on Star Wars games have never been able to do the same for their digital planets, that is, until the developers at Dice began implementing photogrammetry into their animation process. At GDC 2016, DICE’s Keneth Brown and Andrew Hamilton explained how they were able to scan in real-life locations and leftover props from the Star Wars films into Star Wars: Battlefront.
It’s a revealing look into the process of incorporating real-world elements into digital elements, and what developers need to consider when they decide to implement Photogrammetry into their own games.
If you missed out on seeing it in person last year, no worries -- you can now watch the entire talk for free over on the official GDC YouTube channel.
In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. 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 GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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