3D Toon Rendering in 'Hi-Fi RUSH'
'Hi-Fi RUSH' is a 60fps rhythm action game rendered in a stylish 3D toon art style using a customized Unreal Engine 4. In 'Hi-Fi RUSH', the developers at Tango Gameworks used toon shading for the entire world, both character and environment, while providing modern 3D graphics features, all at 60fps at native resolution. In this GDC 2024 talk, learn about the development of a deferred toon renderer developed for toon shading a 3D world in a 2D way. Various customized UE4 render passes along with added render passes of their own are stylized and combined inside deferred rendered post process volumes. GDC returns to San Francisco in March 2025! For more information, be sure to visit our website and follow the #GDC2025 hashtag on social media. Subscribe to the GDC newsletter and get regular updates via Facebook, Twitter, LinkedIn, or RSS. Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: / official_gdc GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Making Games That Stand Out and Survive

Evolution of NVIDIA Tech Demos 1998-2026

The Many Dimensions of Kirby

Moebius-style 3D Rendering | Useless Game Dev

Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’

I Made a Better Minecraft Movie (Sorry Hollywood)

BEHIND THE SCENES OF MY GRAPHIC NOVEL | PART 4

How I made a stylized comic book shader in Unreal Engine 5

It finally happened

GDC2026: Interview with Chris Zukowski - How To Market A Game

I Made the Same Game in 8 Engines

Testing the Most Popular Home 3D Prints

How to Make and Self-Publish a Game in 12 Months

Do Google engineers actually vibe code?

How Rockstar fit an entire city into PlayStation 2 memory

No Time, No Budget, No Problem: Finishing The First Tree

Crafting A Tiny Open World: A Short Hike Postmortem

The Game Dev Advice That Took 10 Years to Discover

The Miraculous Story of Insomniac Games

