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Resistance – creating the light on PS3

A developer explains the procedures of making Resistance for Ps3

I started working on pre-production of R:FoM at some point in 2004. When I originally started, I was working with a couple of the programmers to develop what would later become the tool for creating our special effects. I also did a boatload of video captures from movies, TV and the interweb to build a huge effects reference library, with everything from explosions, squibs, shattering glass, smoke effects, fire, you name it.

But once the initial interface for the effects tool was created, it was at a point where we weren’t quite ready to add effects yet, and as fate would have it, there was a company meeting where Ted mentioned that they were looking for lighting artists. I had done a lot of lighting in the past. My degree is in Photography, and not only had I done studio lighting in the real world (with real lights and everything), but had done all the lighting for my 3D cinematic work during my days at Westwood Studios.

So I decided to volunteer to help create the tools for our lighting pipeline. If I would have had any idea what I was getting myself into, I would have run screaming in the other direction, but fate sometimes has a way of placing us where we’re needed most, and in a disturbing sort of way, I considered it a challenge
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