Sony Santa Monica & Treyarch VFX Artist - Telegrams for Guests
Added 2021-07-18 21:19:50 +0000 UTCBroken Silicon's next guest will be Chris Reay, a Visual Effects Artist with credits working at both Treyarch and Sony Santa Monica. He has done extensive work on the special effects in Call of Duty Black Ops: Cold War, and the upcoming God of War: Ragnarok. He has a lot of friends - including designs, programmers, and writers at multiple game studios. Planned subjects include:
- How devs save resources with various rendering methods and techniques
- The evolution of particle effects in gaming
- PlayStation 5 Hardware - Best attributes of its design, what could be better.
- Developing for PS4 & PS5 - does it hold back next gen games?
- Working at a PlayStation Studio
- God Of War: Ragnarok
- Call of Duty Install Size, Working for Activision
- Initiatives at XBOX Games Studios
- Advice for people looking to get into game development
...and of course we can talk about more depending on your comments below! We haven't even finished recording the new Broken Silicon with Dan yet, but I wanted to give you guys extra time for questions on this one. You have until Wednesday Morning US Central Time (7/21/21) to submit comments below! Use good grammar, be concise, and don't be afraid to ask just about anything involving gaming hardware (including PC, XBOX, Nintendo!) or game development!
Christopher Reay: https://www.linkedin.com/in/cjreaytechart/
Sony Santa Monica: https://sms.playstation.com/
Comments
What's the geometry engine? it's still a mystery
Uwhm
2021-07-21 22:27:35 +0000 UTCAre all the skins and cosmetics in games, especially call of duty, a big factor for the games install size. i really love all these anime girl skins but 131GB on ps5 is a bit much. thats without the campaign too
Uwhm
2021-07-21 22:23:38 +0000 UTCWhat are some of the differences between designing for a competitive game and a single player game? Do you factor in that people will run games at lower settings for maximum FPS or to gain other competitive advantages?
Gus
2021-07-21 18:41:31 +0000 UTCHi I was wondering if you knew anything about how it is determined when and if an anti-cheat is used on a AAA game? I know with Warzone especially there has been a lot of controversy over it but I just want to understand better the thought process that goes into it.
MelodicWarrior
2021-07-21 18:28:48 +0000 UTCAs an artist what are your thoughts on more accessible tools and learning materials for art like Epic Games making artstation courses free or Blender becoming more popular? And could you talk about some differences between working as an artist on a game versus a movie?
yoda king
2021-07-21 18:28:19 +0000 UTCHi Guys, I recently had a conversation about marketing approaches by different gaming brands, and what they announce ahead of release to create hype. For me, building hype is something very confusing from a developers' perspective. I understand that early marketing will get you more units sold on day one by reaching as many people as possible, but it can also hurt the game, Cyberpunk, is the best example of that. On the topic, Sony and Microsoft are taking very different approaches here, with one showing game trailers three years ahead of time, the other, well.... did you guys even announce the name of the new God of War yet Chris? In my opinion, for good marketing, timing and trust in the quality of your game, are very important - what else are critical points for good marketing, or is this 100% determent for every brand/studio/game individually?
UwUThatOneGuy
2021-07-20 09:23:43 +0000 UTCHi Tom, Hi Chris, already when coming up to the release of the PS5, Tom noted that there was a new God of War in the works with "jaw dropping visuals". So, on a jaw dropping scale from Graig's face to infinite beauty, exactly how much jaw dropping can we expect from the new God of War?
UwUThatOneGuy
2021-07-20 08:11:17 +0000 UTCHi guys! Amazing guest. I’d like to know from Chris’s individual experience, how has Sony’s approach to their dev teams changed over the years, if it has at all. Thanks for your time.
Tick Dickler
2021-07-19 21:33:20 +0000 UTCHey Chris, I gotta thank you and the team for the great visuals in COD cold war! BO4 just felt too cartoonish for my taste. I heard rumours that had something to do with the blackout mode or something; So I guess that leads me onto my question: how does hardware and game engine limitations affect the art direction in a game’s development?
AC_666__
2021-07-19 17:09:53 +0000 UTCHey Tom and Chris, thanks for coming on MLID. How has work shifted from the office to WFH. What have been the biggest challenges, work flow issues etc. Some games have a year + delays, what do you think is the single biggest factor for that. Also in the vein of WFH, did SSM or Sony produce equipment/tools/stipends for you guys to have adequate work space and equipment when at home due to covid? Thanks for the hard work you put into these games, looking forward to experiencing Fimbulwinter!
Travis Gooding
2021-07-19 16:32:18 +0000 UTCStop saying GDR6 or start saying DR4. Its killing my OCD.
Lex Sanders
2021-07-19 07:54:11 +0000 UTCHello everyone. Besides propriety things like PS5 SSD, are there different approaches to optimizing games for AMD consoles vs AMD PCs with AMD GPUs and CPUs? And is it possible to optimize games for both AMD and Nvidia hardware, to get the most performance out of both?
2021-07-19 00:00:46 +0000 UTCHi Tom and Chris, I'm quite curious as to why AAA titles don't/haven't make their game(s) exclusively on DX 12 yet (no compatibility layer or "drop in" from DX 11 into 12) as it's been out for sometime and is supported on the majority of windows versions. I recall parts with Bryan Heemskerk he talked about how different versions are effected within the pipeline and how depending on the card and which manufacture it came from can effect hang time and other things. Thanks so much, found you mid 2019 a few months after Coretek's video about "A new AMD is rising" video. I've been Hooked ever since Thanks again!
GemuNeen
2021-07-18 23:34:43 +0000 UTCI have a call of duty question. Why is hacking still an issue in the recent call of duty series? I know they have banned millions of players for hacking but why is it still a problem for activision?
2021-07-18 23:21:36 +0000 UTCHey Tom and Guest, God Of War 2018 was known to have some of the best particle/fire effects in gaming. Now with you working on the new one can you go a little in depth with the process. I'm a upcoming game developer and I would like to pick your brain a bit. Thank you for your time.
Kinihun25
2021-07-18 22:01:50 +0000 UTCWe all know the latest Call of Duty titles and Warzone have had massive install sizes, but the march 29th update was massive for Warzone. On pc, the update was 52.4 GB for warzone only and 133.6 GB for Warzone and Modern Warfare 2019. What is the reason for an update that is 3x many AAA game install sizes? But don't worry it decreased the after update size by like 10 - 30 GB tho .. https://www.callofduty.com/blog/2021/03/Season-Two-Reloaded-Warzone-File-Size-Reduction
AdanFS
2021-07-18 21:32:50 +0000 UTCAre console game developers tired of developing games exclusively for the dual joystick layout? Do game developers wish their was an innovation which could bring precision aiming as a central game mechanic to console, like a mouse/controller hybrid? Here's a link to a prototype developed by TechYesterday https://www.youtube.com/watch?v=ZaaFEWz5uaQ
2021-07-18 21:28:44 +0000 UTCCould you talk a bit about in what ways working on something like a Call of Duty is different from a smaller game or even other AAA games?
qhfreddy
2021-07-18 21:24:40 +0000 UTC