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	Comments on: Fun with in-engine color grading	</title>
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	<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/</link>
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		<title>
		By: Daniel		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-25022</link>

		<dc:creator><![CDATA[Daniel]]></dc:creator>
		<pubDate>Tue, 21 Aug 2012 23:03:30 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-25022</guid>

					<description><![CDATA[I have never taken much consideration to colour correction and colour grading (my games have never got to a stage where that was required),  but seeing this solution, and the previewing you can do in Photoshop, just seems genius!]]></description>
			<content:encoded><![CDATA[<p>I have never taken much consideration to colour correction and colour grading (my games have never got to a stage where that was required),  but seeing this solution, and the previewing you can do in Photoshop, just seems genius!</p>
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		<title>
		By: Chris		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-23236</link>

		<dc:creator><![CDATA[Chris]]></dc:creator>
		<pubDate>Tue, 14 Aug 2012 12:31:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-23236</guid>

					<description><![CDATA[I really can&#039;t get enough of those trees. They are so FLUFFY!

I like this solution. Good separation of concerns, as the designers can just keep playing around until the mood is to their desire for every area. And the editor that you guys have built up is fantastic. Would really love to see another article on the editor.]]></description>
			<content:encoded><![CDATA[<p>I really can&#8217;t get enough of those trees. They are so FLUFFY!</p>
<p>I like this solution. Good separation of concerns, as the designers can just keep playing around until the mood is to their desire for every area. And the editor that you guys have built up is fantastic. Would really love to see another article on the editor.</p>
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		<title>
		By: Phil Wilkins		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22409</link>

		<dc:creator><![CDATA[Phil Wilkins]]></dc:creator>
		<pubDate>Mon, 06 Aug 2012 18:23:14 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22409</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22211&quot;&gt;Naty Hoffman&lt;/a&gt;.

That sounds right Naty. Reading the engine code this morning, I can see that we had a system in place prior to using bitmaps, but it was 30 or so parameters, presumably attempting to reverse engineer the Photoshop filter. That&#039;s almost certainly the system Tim was working on. We still use them, but for more designer sourced effects. They can be edited directly in-engine so they have a rapid iteration cycle, while our Photoshop &#038; bitmap path is a bit longer as our textures are / were baked offline.

Eric had to re-write chunks of my effect blending code to get the two versions to co-exist. It looks like we convert the parameter based system into a colour cube, before doing the final blend.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22211">Naty Hoffman</a>.</p>
<p>That sounds right Naty. Reading the engine code this morning, I can see that we had a system in place prior to using bitmaps, but it was 30 or so parameters, presumably attempting to reverse engineer the Photoshop filter. That&#8217;s almost certainly the system Tim was working on. We still use them, but for more designer sourced effects. They can be edited directly in-engine so they have a rapid iteration cycle, while our Photoshop &amp; bitmap path is a bit longer as our textures are / were baked offline.</p>
<p>Eric had to re-write chunks of my effect blending code to get the two versions to co-exist. It looks like we convert the parameter based system into a colour cube, before doing the final blend.</p>
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		<title>
		By: dan		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22405</link>

		<dc:creator><![CDATA[dan]]></dc:creator>
		<pubDate>Mon, 06 Aug 2012 18:02:19 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22405</guid>

					<description><![CDATA[I like the elegance of this solution.  Don&#039;t reinvent the wheel, right?
When can we expect to see a new video?]]></description>
			<content:encoded><![CDATA[<p>I like the elegance of this solution.  Don&#8217;t reinvent the wheel, right?<br />
When can we expect to see a new video?</p>
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		<title>
		By: Alexander		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22388</link>

		<dc:creator><![CDATA[Alexander]]></dc:creator>
		<pubDate>Mon, 06 Aug 2012 11:51:36 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22388</guid>

					<description><![CDATA[This game would be simply PERFECT with the Oculus Rift. A slow look around / puzzle solving game in headtracked 3D.
Would you guys consider that? So far only Doom 3 BFG Edition is announced as having Oculus Support, you guys could make a  real splash if you were to support it.]]></description>
			<content:encoded><![CDATA[<p>This game would be simply PERFECT with the Oculus Rift. A slow look around / puzzle solving game in headtracked 3D.<br />
Would you guys consider that? So far only Doom 3 BFG Edition is announced as having Oculus Support, you guys could make a  real splash if you were to support it.</p>
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		<title>
		By: Epona Schweer		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22384</link>

		<dc:creator><![CDATA[Epona Schweer]]></dc:creator>
		<pubDate>Mon, 06 Aug 2012 10:52:23 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22384</guid>

					<description><![CDATA[Ignacio, 

Posting this and some of the earlier articles on the lightmapping to facebook has encouraged a whole bunch of lighting artists on my friends list to consider making the switch from animated films to games. Keep this up and you&#039;ll start attracting some seriously awesome talent away from the film industry. 

The stuff you&#039;re doing here is SO freaking cool!]]></description>
			<content:encoded><![CDATA[<p>Ignacio, </p>
<p>Posting this and some of the earlier articles on the lightmapping to facebook has encouraged a whole bunch of lighting artists on my friends list to consider making the switch from animated films to games. Keep this up and you&#8217;ll start attracting some seriously awesome talent away from the film industry. </p>
<p>The stuff you&#8217;re doing here is SO freaking cool!</p>
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		<title>
		By: Lucas		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22364</link>

		<dc:creator><![CDATA[Lucas]]></dc:creator>
		<pubDate>Mon, 06 Aug 2012 03:19:03 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22364</guid>

					<description><![CDATA[Nice!. It would be really cool, also, that some parts of the maps&#039;s colors change as the story progress. Or something like color solving puzzles (if that makes any sense).
I don&#039;t think this color thing it&#039;s a step forward in the progress of the game but maybe it&#039;s an opportunity to experiment a little bit whit it.]]></description>
			<content:encoded><![CDATA[<p>Nice!. It would be really cool, also, that some parts of the maps&#8217;s colors change as the story progress. Or something like color solving puzzles (if that makes any sense).<br />
I don&#8217;t think this color thing it&#8217;s a step forward in the progress of the game but maybe it&#8217;s an opportunity to experiment a little bit whit it.</p>
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		<title>
		By: MrPapillon		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22307</link>

		<dc:creator><![CDATA[MrPapillon]]></dc:creator>
		<pubDate>Sun, 05 Aug 2012 10:21:14 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22307</guid>

					<description><![CDATA[Just be sure that the unaware random player does not notice. They tend to remove any color grading because it is not &quot;realistic&quot; and wrongly tweaked. Like in Rage, Skyrim and many other games. They don&#039;t realize that there is color grading everywhere ( movies, photography, ...) and that it is an artistic choice.]]></description>
			<content:encoded><![CDATA[<p>Just be sure that the unaware random player does not notice. They tend to remove any color grading because it is not &#8220;realistic&#8221; and wrongly tweaked. Like in Rage, Skyrim and many other games. They don&#8217;t realize that there is color grading everywhere ( movies, photography, &#8230;) and that it is an artistic choice.</p>
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		<title>
		By: Jeremy Selan		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22250</link>

		<dc:creator><![CDATA[Jeremy Selan]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 20:20:15 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22250</guid>

					<description><![CDATA[Cool work, and good luck!]]></description>
			<content:encoded><![CDATA[<p>Cool work, and good luck!</p>
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		<title>
		By: Luke		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22249</link>

		<dc:creator><![CDATA[Luke]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 20:05:50 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22249</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22221&quot;&gt;Ruari O&#039;Sullivan&lt;/a&gt;.

Aha - thanks for the explanation. That&#039;s really clever!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22221">Ruari O&#8217;Sullivan</a>.</p>
<p>Aha &#8211; thanks for the explanation. That&#8217;s really clever!</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22238</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 17:00:17 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22238</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22211&quot;&gt;Naty Hoffman&lt;/a&gt;.

Cool. I&#039;ve stuck a note about this in the article.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22211">Naty Hoffman</a>.</p>
<p>Cool. I&#8217;ve stuck a note about this in the article.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22231</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 16:20:20 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22231</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22214&quot;&gt;Sami&lt;/a&gt;.

There is not much point in exposing the editor for this game. It&#039;s not like Braid where you could make more levels that make sense.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22214">Sami</a>.</p>
<p>There is not much point in exposing the editor for this game. It&#8217;s not like Braid where you could make more levels that make sense.</p>
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		<title>
		By: Ruari O'Sullivan		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22221</link>

		<dc:creator><![CDATA[Ruari O'Sullivan]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 12:44:58 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22221</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22208&quot;&gt;Luke&lt;/a&gt;.

That strip in the top left &lt;i&gt;is&lt;/i&gt; the colour mapping formula. The 32 squares are stacked, to make a 32x32x32 cubic texture. In a pixel shader, the RGB values generated from texturing + lighting are used to look up a point in this texture to discover the colour that should be written out. Red is right in a layer; Green is down in a layer; Blue moves across through the layers.

There are 256 possible values for each of R, G and B, but only 32 corresponding values in the lookup table. The graphics card fills the gaps by interpolating between as many as 8 different samples to give you the final colour. Fortunately, this is what the graphics card&#039;s built for! The whole thing is a single texture lookup so it&#039;s ridiculously fast.

That interpolation loses you some control... but because the texture itself is only 32x32x32, it takes up just 128kb or less of video memory, and you can afford to blend multiple colour look-up tables on the fly before each frame even on low-end hardware.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22208">Luke</a>.</p>
<p>That strip in the top left <i>is</i> the colour mapping formula. The 32 squares are stacked, to make a 32x32x32 cubic texture. In a pixel shader, the RGB values generated from texturing + lighting are used to look up a point in this texture to discover the colour that should be written out. Red is right in a layer; Green is down in a layer; Blue moves across through the layers.</p>
<p>There are 256 possible values for each of R, G and B, but only 32 corresponding values in the lookup table. The graphics card fills the gaps by interpolating between as many as 8 different samples to give you the final colour. Fortunately, this is what the graphics card&#8217;s built for! The whole thing is a single texture lookup so it&#8217;s ridiculously fast.</p>
<p>That interpolation loses you some control&#8230; but because the texture itself is only 32x32x32, it takes up just 128kb or less of video memory, and you can afford to blend multiple colour look-up tables on the fly before each frame even on low-end hardware.</p>
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		<title>
		By: Sami		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22214</link>

		<dc:creator><![CDATA[Sami]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 09:37:29 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22214</guid>

					<description><![CDATA[In that screenshot where you set the colour marker, I noticed that the editor&#039;s UI is similar to that of Braid&#039;s. You mentioned before that there won&#039;t be much support for user-created content, but do you think the final game will also have a command-line method of enabling the editor? Or could it seriously mess up the game so you&#039;ll just take it out?]]></description>
			<content:encoded><![CDATA[<p>In that screenshot where you set the colour marker, I noticed that the editor&#8217;s UI is similar to that of Braid&#8217;s. You mentioned before that there won&#8217;t be much support for user-created content, but do you think the final game will also have a command-line method of enabling the editor? Or could it seriously mess up the game so you&#8217;ll just take it out?</p>
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		<title>
		By: James		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22213</link>

		<dc:creator><![CDATA[James]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 09:26:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22213</guid>

					<description><![CDATA[In film making colour grading is always the very last thing we do.
Is this the end of development? or an early experiment?]]></description>
			<content:encoded><![CDATA[<p>In film making colour grading is always the very last thing we do.<br />
Is this the end of development? or an early experiment?</p>
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		<title>
		By: Naty Hoffman		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22211</link>

		<dc:creator><![CDATA[Naty Hoffman]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 08:40:48 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22211</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22193&quot;&gt;Phil Wilkins&lt;/a&gt;.

Phil - I came up with the idea shortly after I started working on God of War 3 - I think someone else at EA came up with it independently at about the same time. It&#039;s a fairly simple extension of the ideas in http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html though.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22193">Phil Wilkins</a>.</p>
<p>Phil &#8211; I came up with the idea shortly after I started working on God of War 3 &#8211; I think someone else at EA came up with it independently at about the same time. It&#8217;s a fairly simple extension of the ideas in <a href="http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html" rel="nofollow ugc">http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html</a> though.</p>
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		<title>
		By: Andy Durdin		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22209</link>

		<dc:creator><![CDATA[Andy Durdin]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 08:20:54 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22209</guid>

					<description><![CDATA[Keeping the screenshot along with the color table is an excellent solution to preserve the context of the change—the graphical equivalent of commenting code, I guess.

Colour grading tools can also help to evaluating the accessibility of your visual design for colourblind players (a not-insignificant percentage). You can use colour tables that simulate the reduced colour spaces of different forms of colourblindness.  If you use colour as an important element of any puzzles, or as an indicator within your GUI, you should evaluate your colour choices in this way. For example, I demonstrated this technique using the Source engine&#039;s colour grading tools here  http://backslashn.com/post/7669124799/colorblindness-simulation-in-the-source-engine]]></description>
			<content:encoded><![CDATA[<p>Keeping the screenshot along with the color table is an excellent solution to preserve the context of the change—the graphical equivalent of commenting code, I guess.</p>
<p>Colour grading tools can also help to evaluating the accessibility of your visual design for colourblind players (a not-insignificant percentage). You can use colour tables that simulate the reduced colour spaces of different forms of colourblindness.  If you use colour as an important element of any puzzles, or as an indicator within your GUI, you should evaluate your colour choices in this way. For example, I demonstrated this technique using the Source engine&#8217;s colour grading tools here  <a href="http://backslashn.com/post/7669124799/colorblindness-simulation-in-the-source-engine" rel="nofollow ugc">http://backslashn.com/post/7669124799/colorblindness-simulation-in-the-source-engine</a></p>
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		<title>
		By: Luke		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22208</link>

		<dc:creator><![CDATA[Luke]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 08:11:30 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22208</guid>

					<description><![CDATA[Interesting - do the shaders compare the before and after palette textures in realtime, or do they get distilled down into some kind of color mapping formula?]]></description>
			<content:encoded><![CDATA[<p>Interesting &#8211; do the shaders compare the before and after palette textures in realtime, or do they get distilled down into some kind of color mapping formula?</p>
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		<title>
		By: Ignacio		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22207</link>

		<dc:creator><![CDATA[Ignacio]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 07:29:45 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22207</guid>

					<description><![CDATA[We cannot take much credit, this is pretty much the standard approach these days:

http://renderwonk.com/publications/s2010-color-course/

However, our implementation is nice in the sense that it required *very* little development effort and is very easy for the artists to use. For example, UE3 requires you to crop the look-up table to input it in the engine. That not only takes time, but makes the tables much harder to identify. By keeping the modified screenshot by the side you can easily tell what effect the table was intended to achieve.]]></description>
			<content:encoded><![CDATA[<p>We cannot take much credit, this is pretty much the standard approach these days:</p>
<p><a href="http://renderwonk.com/publications/s2010-color-course/" rel="nofollow ugc">http://renderwonk.com/publications/s2010-color-course/</a></p>
<p>However, our implementation is nice in the sense that it required *very* little development effort and is very easy for the artists to use. For example, UE3 requires you to crop the look-up table to input it in the engine. That not only takes time, but makes the tables much harder to identify. By keeping the modified screenshot by the side you can easily tell what effect the table was intended to achieve.</p>
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		<title>
		By: jacki		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22197</link>

		<dc:creator><![CDATA[jacki]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 02:22:29 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22197</guid>

					<description><![CDATA[With every post I get more and more excited to walk around on this island myself. Great work, can&#039;t wait.]]></description>
			<content:encoded><![CDATA[<p>With every post I get more and more excited to walk around on this island myself. Great work, can&#8217;t wait.</p>
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		<title>
		By: Phil Wilkins		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22193</link>

		<dc:creator><![CDATA[Phil Wilkins]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 01:40:23 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22193</guid>

					<description><![CDATA[We did this in God of War 3, but I can&#039;t remember if it was our idea. Tim and Ken were messing around with it just after we shipped 2.]]></description>
			<content:encoded><![CDATA[<p>We did this in God of War 3, but I can&#8217;t remember if it was our idea. Tim and Ken were messing around with it just after we shipped 2.</p>
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		<title>
		By: lloyd		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22187</link>

		<dc:creator><![CDATA[lloyd]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 00:38:16 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22187</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22181&quot;&gt;Jonathan MacAlpine&lt;/a&gt;.

Thats more of a Tech/monitor problem :(]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22181">Jonathan MacAlpine</a>.</p>
<p>Thats more of a Tech/monitor problem :(</p>
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		<title>
		By: lloyd		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22186</link>

		<dc:creator><![CDATA[lloyd]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 00:37:34 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22186</guid>

					<description><![CDATA[What a nice post on an nice aspect of the stuff you&#039;re working on!

Please keep these coming, Although I&#039;m not sure at what point I&#039;m going to stop looking so I don&#039;t spoil the game for myself!

Maybe you should put all of these posts plus more work in progress things into a book to come out after the game, &quot;The making of&quot; ( with a download code to get 3d files/videos to look at too!)]]></description>
			<content:encoded><![CDATA[<p>What a nice post on an nice aspect of the stuff you&#8217;re working on!</p>
<p>Please keep these coming, Although I&#8217;m not sure at what point I&#8217;m going to stop looking so I don&#8217;t spoil the game for myself!</p>
<p>Maybe you should put all of these posts plus more work in progress things into a book to come out after the game, &#8220;The making of&#8221; ( with a download code to get 3d files/videos to look at too!)</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22183</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 00:16:47 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22183</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22182&quot;&gt;d&lt;/a&gt;.

Well, our actual color grading will probably not look like my examples in this post... so that&#039;s something.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22182">d</a>.</p>
<p>Well, our actual color grading will probably not look like my examples in this post&#8230; so that&#8217;s something.</p>
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		<title>
		By: d		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22182</link>

		<dc:creator><![CDATA[d]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 00:08:04 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22182</guid>

					<description><![CDATA[Here&#039;s hoping this is the first game that really gets color grading right. Good color comes from a subtly different takes on a consistent visual signature, so I trust we&#039;re in good hands.]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s hoping this is the first game that really gets color grading right. Good color comes from a subtly different takes on a consistent visual signature, so I trust we&#8217;re in good hands.</p>
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		<title>
		By: Jonathan MacAlpine		</title>
		<link>https://the-witness.net/news/2012/08/fun-with-in-engine-color-grading/comment-page-1/#comment-22181</link>

		<dc:creator><![CDATA[Jonathan MacAlpine]]></dc:creator>
		<pubDate>Sat, 04 Aug 2012 00:04:14 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1746#comment-22181</guid>

					<description><![CDATA[Beware of color banding! :)]]></description>
			<content:encoded><![CDATA[<p>Beware of color banding! :)</p>
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