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We present the architectural challenges & decisions related to global illumination, ray tracing and character creator for the latest installment of the Dragon Age series - Dragon Age: The Veilguard. First, we will cover the challenges around our probe baking system and decisions made around the team size and asset constraints. Next, we will share implementation choices taken for ray tracing considering the limitations of already existing ray tracing tech, with the additional requirement of supporting more GPUs. Lastly, we will go over our character creator tool, decisions on the technical side as well as some practical technical details making this technology fulfill the game’s requirements. Speakers: Navjot Garg is currently working as Associate Technical Director at BioWare. He served as Rendering Lead for Dragon Age : The Veilguard leading a team of graphics programmers to ship the game on Frostbite engine. As a part of this, he worked on character creation tool, strand hair, GI, performance and bundling optimizations for the game on PC and consoles. Before joining BioWare, he worked at Firaxis Games and helped ship Civilization 6 as a graphics programmer. His interest is in areas of shader development, character rendering and physically based rendering. Kleber Garcia is a Graphics Engineer from Electronic Arts working in the Frostbite Engine. His previous work involved global illumination solutions, shadow systems, post process systems, GPU driven technologies and supporting the graphics stack of many games such as Battlefield, Football Club, Plant vs Zombies, Madden NFL, Anthem and many others. He’s very passionate about game engine technologies and is excited to present at REAC! Darrin Stewart is a Graphics Engineer on the Frostbite Engine team at Electronic Arts. Prior to joining the Frostbite team, Darrin spent many years with BioWare, working on both the Dragon Age and Mass Effect franchises, as well as Anthem and Star Wars: The Old Republic. As a BioWare engineer, his work touched many different areas of graphics, including lighting, post effects, VFX, character creation, performance optimizations, and more. During Dragon Age: The Veilguard development, Darrin transitioned to the Frostbite team, where he now focuses on ray tracing.