How we made it
Textures and shading
Physically-based shading model
We accounted for energy conservation and the Fresnel effect when calculating lighting on dynamic objects and used Beckmann distribution for the specular component for both skin and metals.
To bring lustre to the hover bike’s metallic paint and other reflective surfaces we adapted the skin system for use with low-diffuse materials.
Local bloom for skin
Instead of using full screen post processing to achieve bloom, we piggybacked our screen space diffusion approach and evaluated diffuse skin components blooming directly in the skin shader. This allowed us to achieve the desired effect at minimal cost.
How to wow
The Chase is set in an unrealised and distant future, but the techniques used to create it are available in the here and now. If you’re starting out as a mobile developer and you want to learn how to bring high-end graphics to your mobile game, our Practical Guide to Optimization for Mobiles is the place to start.
Google used The Chase at their Nexus7 / OpenGL ES 3.0 reveal keynote, and it was widely shown and admired in the SIGGRAPH 2013 demo reels of many leading exhibitors.