Ali Cormack

Ali Cormack

Studio Gobo

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Ali Cormack has been working in games for a decade, with the majority focused on graphics programming. Previous work includes mobile titles such as Star Wars : Hunters, and he is now at Studio Gobo as lead graphics programmer for Lego Horizons Adventures on PS5, PC and Switch. 

Much of his work in that time has been focused on balancing the cutting edge graphics possible on high-end platforms with the demands of lower-power devices, whilst ensuring a consistent, performant and visually gripping result. This focus on scalability has meant integrating bespoke solutions for GI, reflections, subsurface scattering, anti-aliasing and occlusion, as well as work in tooling and pipelines. He also thoroughly enjoys working with content teams to deliver the best possible visuals through innovation, a shared understanding of technical capabilities, and the fundamentals of computer graphics.

Ali Cormack is speaking at the following session/s

Understanding and Modifying the Colour Pipeline in Unreal

The pipeline of color through a game engine can be somewhat of a black box to developers. When trying to affect the final image this can result in misguided code and content changes that may resolve one issue but create two more in other scenarios.

This talk aims to demystify the colour pipeline, explaining all the stages from an authored texture to the final pixels on any display. This includes color spaces, linear rendering, tone mapping, color grading and HDR output. These topics are engine-agnostic, but we will demonstrate with Unreal Engine and show some of the ways it can be modified to provide additional tooling and artistic capabilities.

With this knowledge in hand developers can create the most vibrant content possible and have confidence in the final image quality for players on whatever their display.

Session Takeaway

  • An end-to-end understanding of all stages of the colour pipeline, from asset creation to final pixel on any display
  • Demystifying several terms, such as color spaces, HDR and tone-mapping. Allowing you to utilize the full color capabilities of modern displays in your games.
  • Insights on how your studio can modify Unreal’s color pipeline to unlock additional capabilities and artistic techniques

Session speakers

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