Publications

Practical Dynamic Lighting for Large-Scale Game Environments

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SIGGRAPH 2019

Practical Dynamic Lighting for Large-Scale Game Environments

Kwanghyeon Go, Kyungjun Cho, Dae Il Kim

This presentation introduces Pearl Abyss’s dynamic lighting approach for large-scale game environments and gives in-depth explanations about atmospheric scattering and indirect lighting techniques, which are currently being used to develop several upcoming game titles at the company.

Los Angeles Convention Center - August 7, 2019

Technical Challenges of Developing Multiplayer Shooters

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GDC 2019

Technical Challenges of Developing Multiplayer Shooters

Minh Le

This presentation covers some of the technical difficulties of developing multiplayer games based on the personal experiences of the speaker, best known for his role in the development of Counter-Strike in 1999. It gives insight into using 1st and 3rd person perspectives for multiplayer games, the pros and cons of using weapon view models, network optimization for multiple NPCs as well as animation data optimization for the speaker’s latest development project with Pearl Abyss.

Moscone Convention Center, San Francisco, CA - March 25, 2019

Voxel-Based Navigation in Black Desert for Increased Efficiency and Flexibility

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GDC 2019

Voxel-Based Navigation in Black Desert for Increased Efficiency and Flexibility

Kyungin Min

The presentation introduces Pearl Abyss’s voxel-based navigation system for Black Desert on PC, mobile, console, and the game server, as well as how to efficiently implement voxel data. It highlights features of the voxel-based navigation system such as the increased speed of content development, which are critical to online games that require constant communication, engagement with players, and fast update patches in response to player feedback.

Moscone Convention Center, San Francisco, CA - March 21, 2019

Black Desert Online:
Taking MMO Development to the
Next Level

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GDC 2018

Black Desert Online: Taking MMO Development to the Next Level

Dongwook Ha, Gwanghyeon Go

This lecture explores the features and constraints of developing the MMORPG, Black Desert Online which has many characters and a massive open world. It will introduce various techniques that have been implemented to overcome those challenges. They will cover a number of topics including character customization, resource management, memory optimization, rendering techniques, etc., and explain why these methods were chosen for Black Desert Online.

Moscone Center San Francisco, CA - March 23, 2018

How Music is Recreated:
Remastered Orchestral Soundtrack
for 'Black Desert'

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GDC 2018

How Music is Recreated: Remastered Orchestral Soundtrack for 'Black Desert'

Hwiman "Croove" Ryu

This lecture will provide participants with the know-how that the Pearl Abyss audio team gained from their experience overcoming the challenges faced when working on remastering the “Black Desert Online” soundtrack to showcase novel and effective music. The Audio Director will cover various ways to create music that can be used and organized in an open-world MMO effectively. He will also discuss how to apply and implement complex interactive music systems. Finally, he will cover ways to use costly orchestral recordings efficiently without wasting resources.

Moscone Center San Francisco, CA - March 23, 2018

VOXEL-based AI Navigation Library
Development for MMORPG

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IGC 2017

VOXEL-based AI Navigation Library Development for MMORPG

Min Kyung In

The AI navigation function applied within Pearl Abyss' MMORPG 'Black Desert Online' is implemented using an internally developed engine based on VOXEL. The foundation is different compared to most common libraries that use NavMesh, which navigates using data based on Polygon that can visualize movable planes. In this lecture, we will introduce our know-hows and accomplishments attained from realizing the 'Black Desert Online' navigation engine and applying it to the servers and clients.

Gyeonggi Center for Creative Economy & Innovation - September 2, 2017

3D Rendering
in Black Desert Online

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IGC 2017

3D Rendering in Black Desert Online

Changae Choi

This lecture will cover how the impressive rendering techniques used in 'Black Desert Online' resulted in high level graphics. It will also go into how it was possible to create a huge volume of successive territory expansions with the use of the Level Editor that increased productivity substantially. Finally it will cover the in-game system that utilizes the rendering engine to bring the world to life. All of these points will be covered along with a light introduction on the 'Black Desert Online' remastering process.

Gyeonggi Center for Creative Economy & Innovation - September 1, 2017

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