{"id":65646,"url":"https://github.com/OTFCG/Awesome-Game-Analysis","name":"Awesome-Game-Analysis","description":"a comprehensive collection of video game tech analysis resources","projects_count":325,"last_synced_at":"2026-09-04T12:00:46.322Z","repository":{"id":183610889,"uuid":"665169534","full_name":"OTFCG/Awesome-Game-Analysis","owner":"OTFCG","description":"a comprehensive collection of video game tech analysis resources","archived":false,"fork":false,"pushed_at":"2026-04-19T06:42:21.000Z","size":965,"stargazers_count":1154,"open_issues_count":0,"forks_count":74,"subscribers_count":29,"default_branch":"main","last_synced_at":"2026-08-13T19:53:34.610Z","etag":null,"topics":["anything","awesome","awesome-list","computer-graphics","effects","game","game-dev","game-development","game-engine","gamedev","gameplay","games","graphics","unity","unreal-engine"],"latest_commit_sha":null,"homepage":"","language":"Python","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"cc0-1.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/OTFCG.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":"CONTRIBUTING.md","funding":null,"license":"LICENSE","code_of_conduct":"CODE_OF_CONDUCT.md","threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null}},"created_at":"2023-07-11T15:32:20.000Z","updated_at":"2026-08-11T21:16:46.000Z","dependencies_parsed_at":"2023-12-12T16:52:38.293Z","dependency_job_id":"f1e7e5cb-7a14-40e2-8040-4ab17ce78923","html_url":"https://github.com/OTFCG/Awesome-Game-Analysis","commit_stats":null,"previous_names":["otfcg/awesome-game-analysis"],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/OTFCG/Awesome-Game-Analysis","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/OTFCG%2FAwesome-Game-Analysis","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/OTFCG%2FAwesome-Game-Analysis/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/OTFCG%2FAwesome-Game-Analysis/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/OTFCG%2FAwesome-Game-Analysis/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/OTFCG","download_url":"https://codeload.github.com/OTFCG/Awesome-Game-Analysis/tar.gz/refs/heads/main","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/OTFCG%2FAwesome-Game-Analysis/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":286080680,"owners_count":36695440,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2026-08-06T04:43:03.162Z","status":"online","status_checked_at":"2026-08-15T02:00:05.847Z","response_time":94,"last_error":null,"robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":true,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"created_at":"2024-09-05T00:04:15.891Z","updated_at":"2026-09-04T12:00:46.323Z","primary_language":null,"list_of_lists":false,"displayable":true,"categories":["References","Analysis - Games"],"sub_categories":[],"readme":"# Awesome Game Analysis [![Awesome](https://awesome.re/badge.svg)](https://awesome.re)\n\n[\u003cimg src=\"LOGO.png\" align=\"right\" width=\"100\"\u003e](https://github.com/OTFCG/Awesome-Game-Analysis)\n\n\u003e This repository serves as a comprehensive collection of video game technology analysis resources.\n\nWe want to create a community-driven platform where everyone can contribute and benefit from the shared knowledge to understand the mechanics behind games and inspire game development.\n\n**Contributing:**\nIf you're interested in contributing, we've made the process straightforward. Check out our [contributing guideline](https://github.com/OTFCG/Awesome-Game-Analysis/blob/main/CONTRIBUTING.md) and a [sample PR](https://github.com/OTFCG/Awesome-Game-Analysis/pull/13/files) to get started. Suggestions are welcome for this repository, please use the issue tracker to submit your ideas.\n\n**Important:**\nIn order to maintain the structure of this repository, please don't directly make changes to the `README.md` file.\n\n## Contents\n\n* [Analysis - Games](#analysis---games)\n* [References](#references)\n\n---\n\n## Analysis - Games\n|Game|Developer|Engine|Year|Analysis|\n|:---|:---|:---|:---|:---|\n|The Witcher 4|CD Projekt Red|UE5|2027|\u003cdetails open\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Unreal Engine 5 Demo](https://www.youtube.com/watch?v=xPR305id0H0)\u003cbr\u003e\u003c/details\u003e|\n|Grand Theft Auto VI|Rockstar Games|RAGE|2026|\u003cdetails open\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Grand Theft Auto 6 Trailer 2 Tech Breakdown](https://www.eurogamer.net/digitalfoundry-2025-gta-6-trailer-2-tech-breakdown-incredible-realism-impressive-rt-astonishing-detail)\u003cbr\u003e\u003c/details\u003e|\n|Death Stranding 2|Kojima Productions|Decima|2025|\u003cdetails open\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Death Stranding 2 tech review: one of the best-looking games of this console generation](https://www.eurogamer.net/digitalfoundry-2025-death-stranding-2-tech-review)\u003cbr\u003e\u003c/details\u003e|\n|Clair Obscur: Expedition 33|Sandfall Interactive|UE5|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Nanite Virtual Geometry Workflow](https://www.eurogamer.net/digitalfoundry-2025-clair-obscur-expedition-33-pc-tech-review)\u003cbr\u003e\u003c/details\u003e|\n|Assassin's Creed Shadows|Ubisoft|Anvil Engine|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Inside the technologically revamped Anvil Engine](https://www.eurogamer.net/digitalfoundry-2025-assassins-creed-shadows-tech-qa-rtgi-shader-compilation-taa-and-more)\u003cbr\u003e• [How Ubisoft Brought Feudal Japan to Life: Rendering 'Assassin's Creed Shadows' with Nicolas Lopez](https://www.youtube.com/watch?v=Z0TMRCTuKsc)\u003cbr\u003e• [Anvil Rendering Architecture](https://enginearchitecture.org/2025.htm#4)\u003cbr\u003e\u003c/details\u003e|\n|Oblivion Remastered|Bethesda Game Studios|UE5|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Nanite vs Traditional LOD System Comparison](https://www.eurogamer.net/digitalfoundry-2025-oblivion-remastered-is-one-of-the-worst-performing-pc-games-weve-ever-tested)\u003cbr\u003e\u003c/details\u003e|\n|Doom: The Dark Ages|id Software|id Tech 8|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages](https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/)\u003cbr\u003e\u003c/details\u003e|\n|Avowed|Obsidian|UE5|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025](https://www.youtube.com/watch?v=BKaAzhMHJZ0)\u003cbr\u003e\u003c/details\u003e|\n|Tempest Rising|Slipgate Ironworks|UE5|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Modern RTS Rendering Techniques in Unreal Engine 5](https://www.eurogamer.net/digitalfoundry-2025-tempest-rising-tech-review-a-modern-classic-rts-built-on-unreal-engine-5)\u003cbr\u003e• [Procedural Destruction System White Paper](https://enginearchitecture.org/downloads/REAC_2024_Slipgate.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Monster Hunter Wilds|Capcom|RE Engine|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Is Rendering Still Evolving?](https://www.docswell.com/s/CAPCOM_RandD/524Y6M-RE2023)\u003cbr\u003e• [New Rendering Features Rundown](https://www.docswell.com/s/CAPCOM_RandD/KENVMJ-RE2023)\u003cbr\u003e• [RE ENGINE Meshlet Rendering Pipeline](https://enginearchitecture.org/2025.htm#2)\u003cbr\u003e\u003c/details\u003e|\n|Elden Ring: Nightreign|FromSoftware|Proprietary|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Multiplayer Spin-Off Technical Limitations Analysis](https://www.eurogamer.net/digitalfoundry-2025-elden-ring-nightreins-network-test-beta-impresses-on-ps5-ps5-pro-and-xbox-series-xs)\u003cbr\u003e\u003c/details\u003e|\n|Delta Force|TiMi J3 Studio|Unreal|2025|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [GDC 2025《三角洲行动》：高性能高品质的端手地形和生态技术（上篇）](https://mp.weixin.qq.com/s/1iM8YENV1MB3IyU2xd01pA)\u003cbr\u003e• [GDC 2025《三角洲行动》：高性能高品质的端手地形和生态技术（下篇）](https://mp.weixin.qq.com/s/DE_tXqxMuHYlyE-zq4jyfw)\u003cbr\u003e\u003c/details\u003e|\n|Warhammer 40000: Space Marine 2|Saber Interactive|Internal|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Geometry rendering and shaders infrastructure](https://enginearchitecture.org/2025.htm#1)\u003cbr\u003e\u003c/details\u003e|\n|Indiana Jones and the Great Circle|MachineGames|id Tech 7|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Inside Indiana Jones and the Great Circle: The Ray Tracing Breakdown](https://www.youtube.com/watch?v=k2SBZSm2mOw)\u003cbr\u003e• [Eurogamer tech review](https://www.eurogamer.net/digitalfoundry-2024-indiana-jones-and-the-great-circle-tech-review)\u003cbr\u003e• [Gaming Bolt graphcis analysis](https://gamingbolt.com/indiana-jones-and-the-great-circle-graphics-analysis-a-masterclass-on-pc-and-xbox-series-x)\u003cbr\u003e• [Ray Traced Global Illumination Breakdown](https://www.eurogamer.net/digitalfoundry-2025-indiana-jones-and-the-great-circle-on-ps5-excellent-game-solid-port)\u003cbr\u003e• [Texture Streaming System Analysis](https://machinegames.com/tech-blog/id-tech7-texture-streaming)\u003cbr\u003e• [Path Tracing Architecture \u0026 Denoising Solutions](https://schedule.gdconf.com/session/advanced-graphics-summit-path-tracing-deep-dive-indiana-jones-and-the-great-circle/910009)\u003cbr\u003e• [Dynamic Acceleration Structure Management](https://machinegames.com/tech-blog/id-tech7-das)\u003cbr\u003e• [Pushing 60hz. Shipping Indiana Jones and The Great Circle](https://enginearchitecture.org/2025.htm#5)\u003cbr\u003e• [Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages](https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/)\u003cbr\u003e\u003c/details\u003e|\n|Dragon Age: The Veilguard|BioWare|Frostbite|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [GI, RT, Character Creator and other systems](https://enginearchitecture.org/2025.htm#6)\u003cbr\u003e\u003c/details\u003e|\n|Senua's Saga: Hellblade II|Ninja Theory|UE5|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Nanite Virtualized Geometry Optimization Patterns](https://www.techpowerup.com/review/senuas-saga-hellblade-2-benchmark/6.html)\u003cbr\u003e• [Volumetric Fog \u0026 Cloud System Technical White Paper](https://kotaku.com/hellblade-2-saga-steam-deck-pc-graphics-black-dots-1851491857)\u003cbr\u003e\u003c/details\u003e|\n|Dragon's Dogma 2|Capcom|RE Engine|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [RTGI Implementation in Open World RPG](https://www.eurogamer.net/digitalfoundry-2024-dragons-dogma-2-the-digital-foundry-tech-review)\u003cbr\u003e• [NPC Behavior Tree Optimization](https://gamingbolt.com/dragons-dogma-2-ps5-vs-pc-graphics-comparison-frame-rate-performance-tech-analysis-and-more)\u003cbr\u003e• [RE ENGINE Meshlet Rendering Pipeline](https://enginearchitecture.org/2025.htm#2)\u003cbr\u003e\u003c/details\u003e|\n|Avatar: Frontiers of Pandora|Ubisoft Massive|Snowdrop|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Ray Traced Global Illumination Pipeline Deep Dive](https://thescreenzone.com/blog/avatar-frontiers-of-pandora-pc-performance-review/)\u003cbr\u003e• [Procedural Ecosystem Generation Technical Blog](https://massive.se/blog/avatar-tech-blog-2024)\u003cbr\u003e\u003c/details\u003e|\n|Star Wars Outlaws|Ubisoft Massive|Snowdrop|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Physicalized Audio System Technical Breakdown](https://www.youtube.com/watch?v=g3irLCjQTOA)\u003cbr\u003e• [Ray Traced Reflections in Desert Environments](https://enginearchitecture.org/downloads/REAC_2024_Ubisoft.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Path of the Goddess|Capcom|RE Engine|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Procedural Vegetation Interaction System](https://www.docswell.com/s/CAPCOM_RandD/524Y6M-RE2023)\u003cbr\u003e• [RE Engine 10: Next-Gen Material Pipeline](https://cedil.cesa.or.jp/cedil_sessions/view/2741)\u003cbr\u003e\u003c/details\u003e|\n|STALKER 2|GSC Game World|UE5|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Technical Breakdown](https://www.linkedin.com/posts/mikhail-dergauz_as-promised-heres-a-post-with-a-technical-activity-7265754056915099649-dQsK/)\u003cbr\u003e• [Eurogamer Digital Foundry Tech Review](https://www.eurogamer.net/digitalfoundry-2024-stalker-2-heart-of-chornobyl-tech-review-pc-xbox-series-x-s)\u003cbr\u003e\u003c/details\u003e|\n|Metaphor: ReFantazio|Studio Zero|Internal|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Performance and frame analysis - Metaphor ReFantazio](https://vkguide.dev/docs/extra-chapter/graphics_analysis_metafor/)\u003cbr\u003e• [FSR 3 Frame Generation Integration](https://atlus.com/tech-blog/metaphor-rendering-2024)\u003cbr\u003e\u003c/details\u003e|\n|GRANBLUE FANTASY: Relink|\tOsaka Cygames|PlatinumGames Engine|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [『GRANBLUE FANTASY: Relink』イラストを再現する為のキャラクターモデル制作事例](https://www.youtube.com/watch?v=rrDDT2nKseg\u0026list=PLSx6MdBnoFbBwxTSwPsa3AaIWJ-mO-hO9\u0026index=11)\u003cbr\u003e• [『GRANBLUE FANTASY_ Relink』角色渲染环节技术分享](https://www.bilibili.com/video/BV1oKC5Y7E55/)\u003cbr\u003e\u003c/details\u003e|\n|黑暗之潮|掌趣|Unity|2024|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [[Unity 活动]-游戏专场｜Unity 2019 新特性在次时代手游 《黑暗之潮》中的应用经验及技术分享](https://www.bilibili.com/video/BV1ca4y1W7wN/)\u003cbr\u003e• [Unity线上技术大会干货盘点（2020）-《黑暗之潮》中次时代技术的应用经验及技术](https://zhuanlan.zhihu.com/p/355729231)\u003cbr\u003e\u003c/details\u003e|\n|Alan Wake 2|Remedy|Northlight|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Modernizing geometry rendering in Alan Wake 2](https://enginearchitecture.org/downloads/REAC_2024_Remedy.pdf)\u003cbr\u003e• [How Northlight makes Alan Wake 2 shine](https://www.remedygames.com/article/how-northlight-makes-alan-wake-2-shine)\u003cbr\u003e• [Developing Northlight: OpenUSD content workflows](https://www.remedygames.com/article/developing-northlight-openusd-content-workflows)\u003cbr\u003e• [Northlight in 2023](https://www.remedygames.com/article/northlight-in-2023)\u003cbr\u003e• [A Deep Dive into Path Tracing Technology](https://www.nvidia.com/en-us/on-demand/session/gdc24-gdc1003)\u003cbr\u003e• [GPU driven Rendering with Mesh Shaders in Alan Wake 2](https://www.youtube.com/watch?v=EtX7WnFhxtQ)\u003cbr\u003e• [Procedural Damage System for Live Content](https://www.remedygames.com/article/northlight-2024-update)\u003cbr\u003e\u003c/details\u003e|\n|Starfield|Bethesda|Creation Engine 2|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Review](https://www.eurogamer.net/digitalfoundry-2023-starfield-the-digital-foundry-tech-review)\u003cbr\u003e• [Gaming Bolt Graphics Analysis](https://gamingbolt.com/starfield-graphics-analysis-xbox-series-x-vs-pc-comparison-and-more)\u003cbr\u003e• [A Reddit user's tech analysis](https://www.reddit.com/r/Starfield/comments/15o9pvz/oc_an_enthusiasts_perspective_on_starfields_tech/)\u003cbr\u003e• [Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX](https://chipsandcheese.com/2023/09/14/analyzing-starfields-performance-on-nvidias-4090-and-amds-7900-xtx/)\u003cbr\u003e\u003c/details\u003e|\n|Hifi Rush|Tango Gameworks|UE4|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [3D Toon Rendering in 'Hi-Fi RUSH'](https://gdcvault.com/play/1034330/3D-Toon-Rendering-in-Hi)\u003cbr\u003e• [DF Tech Review](https://www.youtube.com/watch?v=8qppoWhanwk)\u003cbr\u003e• [CGWorldJP: Character, motion, and effects edition](https://cgworld.jp/article/202306-hifirush01.html)\u003cbr\u003e• [CGWorldJP: Background/Lighting](https://cgworld.jp/article/202306-hifirush02.html)\u003cbr\u003e\u003c/details\u003e|\n|Diablo 4|Blizzard Albany, Team 3|Internal|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-diablo-iv/)\u003cbr\u003e• [Peeling Back The Varnish: The Graphics Of Diablo IV](https://news.blizzard.com/en-us/diablo4/23964183/peeling-back-the-varnish-the-graphics-of-diablo-iv)\u003cbr\u003e• [Developers talk ray tracing](https://www.shacknews.com/article/115065/diablo-4-developers-talk-ray-tracing-an-all-new-game-engine)\u003cbr\u003e• [Ray Tracing in Diablo IV](https://enginearchitecture.org/downloads/REAC_2024_Blizzard.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Ys X: Nordics|Nihon Falcom|Internal|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [PC Optimization Journey](https://store.steampowered.com/news/app/2731870/view/4666382742870026335)\u003cbr\u003e\u003c/details\u003e|\n|Final Fantasy 16|Square Enix|Internal|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Shadow Techniques from Final Fantasy XVI](http://www.jp.square-enix.com/tech/library/pdf/2023_FFXVIShadowTechPaper.pdf)\u003cbr\u003e• [Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics](https://www.youtube.com/watch?v=ItwtpX1SFcA)\u003cbr\u003e• [The DF Tech Review](https://www.eurogamer.net/digitalfoundry-2023-final-fantasy-16-as-close-to-flawless-as-weve-seen-in-a-long-time)\u003cbr\u003e• [GamingBolt Tech Analysis](https://gamingbolt.com/final-fantasy-16-ps5-graphics-analysis-a-generational-leap)\u003cbr\u003e\u003c/details\u003e|\n|F1 2023|Codemasters|EGO|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [PS5 vs Xbox Series X/S vs PC – Ray Tracing](https://www.youtube.com/watch?v=DVakUY6lqj8)\u003cbr\u003e\u003c/details\u003e|\n|Company of Heroes 3|Relic Entertainment|Essence Engine 4.0|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Company of Heroes 3 - From PC to Consoles](https://www.youtube.com/watch?v=Q7_PSmWxOv8)\u003cbr\u003e\u003c/details\u003e|\n|Resident Evil 4 Re|Capcom|RE Engine|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Review](https://www.youtube.com/watch?v=N1QOYoNjAO0)\u003cbr\u003e\u003c/details\u003e|\n|Horizon: Call of the Mountain|Guerrilla|Decima|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown](https://www.youtube.com/watch?v=Q43vcKl2axY)\u003cbr\u003e\u003c/details\u003e|\n|Dead Space Remake|Motive Studios|Frostbite|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Review](https://www.youtube.com/watch?v=JpqAAOgUrCg)\u003cbr\u003e\u003c/details\u003e|\n|Remnant2 |Gunfire Games|UE5|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Remnant 2 review – a war across worlds](https://www.videogamer.com/reviews/remnant-2-review/)\u003cbr\u003e\u003c/details\u003e|\n|Baldur's Gate 3|Larian Studios, Elverils|Divinity 4.0|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Review - Graphics Analysis + Optimised Settings](https://www.eurogamer.net/digitalfoundry-2023-baldurs-gate-3-pc-tech-review-polish-that-puts-other-aaa-games-to-shame)\u003cbr\u003e\u003c/details\u003e|\n|Immortals of Aveum|Ascendant Studios|UE5|2023|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, \u0026 MORE](https://www.ea.com/games/immortals-of-aveum/immortals-of-aveum/news/technology)\u003cbr\u003e• [Nanite Virtual Shadow Maps Analysis](https://ascendantstudios.com/tech-blog/nanite-virtual-shadow-maps)\u003cbr\u003e\u003c/details\u003e|\n|Overwatch 2|Blizzard Entertainment|Internal|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Evolving Global Illumination in Overwatch 2](https://enginearchitecture.org/2025.htm#3)\u003cbr\u003e\u003c/details\u003e|\n|Elden Ring|FromSoftware|Internal|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-elden-ring/)\u003cbr\u003e• [狭間の地へようこそ！「ELDEN RING」における オープンフィールドおもてなし術](https://cedil.cesa.or.jp/cedil_sessions/view/2673)\u003cbr\u003e• [DF Tech Analysis about Elden Ring's RT upgrade](https://www.eurogamer.net/digitalfoundry-2023-ray-tracing-comes-to-elden-ring-ps5-series-x-pc)\u003cbr\u003e• [The Elden Ring tech report](https://www.eurogamer.net/digitalfoundry-2022-elden-ring-ps5-xbox-series-tech-report)\u003cbr\u003e\u003c/details\u003e|\n|Pokémon Scarlet/Violet|Game Freak|Internal|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [【アルセウス＋スカーレット・バイオレット】ポケモン2つを同時に作る、ポケモンモデル制作環境](https://cedil.cesa.or.jp/cedil_sessions/view/2586)\u003cbr\u003e\u003c/details\u003e|\n|Pokémon Arceus|Game Freak|Internal|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [【アルセウス＋スカーレット・バイオレット】ポケモン2つを同時に作る、ポケモンモデル制作環境](https://cedil.cesa.or.jp/cedil_sessions/view/2586)\u003cbr\u003e\u003c/details\u003e|\n|God of War Ragnarok|Santa Monica Studio|Internal|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• ['God of War Ragnarok's' Visual Scripting Solution](https://www.gdcvault.com/play/1028787/-God-of-War-Ragnarok)\u003cbr\u003e• [Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'](https://www.youtube.com/watch?v=iA8tpcHwVtg)\u003cbr\u003e• [Rendering 'God of War Ragnarök'](https://sms.playstation.com/media/documents/GOWR_Stephen_Mcauley_RenderingGOWR_GDC23.pdf)\u003cbr\u003e• [Real-Time Neural Texture Upsampling in 'God of War Ragnarök'](https://sms.playstation.com/media/documents/GOWR_Neural_Image_Upsampling_Zhou_Xuanyi_GDC23.pdf)\u003cbr\u003e• [A Deep Dive Into God of War Ragnarök's User Interface](https://80.lv/articles/a-deep-dive-into-god-of-war-ragnar-k-s-user-interface/)\u003cbr\u003e• [Maya as Editor: The game development approach of Santa Monica Studio](https://enginearchitecture.org/downloads/REAC_2024_SMS.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Horizon Forbidden West|Guerrilla|Decima|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Architecting Jolt Physics For Horizon Forbidden West](https://www.guerrilla-games.com/read/architecting-jolt-physics-for-horizon-forbidden-west)\u003cbr\u003e• [Adventures With Deferred Texturing](https://www.guerrilla-games.com/read/adventures-with-deferred-texturing-in-horizon-forbidden-west)\u003cbr\u003e• [Building Machines For A Better Future In Horizon](https://www.guerrilla-games.com/read/building-machines-for-a-better-future-in-horizon)\u003cbr\u003e• [Space-Efficient Content Packaging](https://www.guerrilla-games.com/read/space-efficient-content-packaging-for-horizon-forbidden-west)\u003cbr\u003e• [Scaling Tools For Millions of Assets](https://www.guerrilla-games.com/read/scaling-tools-for-millions-of-assets-for-horizon-forbidden-west)\u003cbr\u003e• [Creating The Many Faces of Horizon Forbidden West](https://www.guerrilla-games.com/read/creating-the-many-faces-of-horizon-forbidden-west)\u003cbr\u003e• [CEDEC 2019 - Making Tools for Big Games](https://d3d3g8mu99pzk9.cloudfront.net/MichielVanDerLeeuw/CEDEC%202019%20-%20Making%20Tools%20for%20Big%20Games.pdf)\u003cbr\u003e• [SIGGRAPH 2022 Real-Time Live](https://www.youtube.com/watch?v=MAXJWEoKbxY\u0026t=357s)\u003cbr\u003e• [The Cinematics of 'Horizon Forbidden West'](https://www.youtube.com/watch?v=gSzOv4e1ej4\u0026list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW\u0026index=2)\u003cbr\u003e• [Building Machines for a Better Future in 'Horizon'](https://www.youtube.com/watch?v=dr17S0I_h78)\u003cbr\u003e• [Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'](https://www.youtube.com/watch?v=KxcXUYx3eLQ)\u003cbr\u003e• [Cross-Gen Rendering Strategies: PS4 to PS5 Pro](https://www.eurogamer.net/digitalfoundry-2022-horizon-forbidden-west-the-digital-foundry-tech-review)\u003cbr\u003e• [PC Port Optimization vs Console Baseline](https://www.youtube.com/watch?v=xTwEGy6HHKo)\u003cbr\u003e• [PSSR vs FSR 3 Upscaling Comparison](https://www.eurogamer.net/digitalfoundry-2025-horizon-forbidden-west-ps5-pro-tech-review)\u003cbr\u003e• [Volumetric Cloud System Breakdown](https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell)\u003cbr\u003e\u003c/details\u003e|\n|The Quarry|Supermassive Games|UE4|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Case Study: Creating Realistic Facial Motion for 'The Quarry'](https://www.youtube.com/watch?v=DJ99mv52fVo)\u003cbr\u003e\u003c/details\u003e|\n|Forspoken|Luminous Productions|Luminous Engine|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Review](https://www.youtube.com/watch?v=j8_HcLb4ajY)\u003cbr\u003e\u003c/details\u003e|\n|Warhammer 40,000: Darktide|Fatshark|Internal|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [How FatShark constructed their central asset pipeline with Simplygon](https://www.youtube.com/watch?v=RZxo-2cAFk0)\u003cbr\u003e\u003c/details\u003e|\n|Xenoblade Chronicles 3|Monolith Soft|Internal|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Review](https://www.eurogamer.net/digitalfoundry-2022-xenoblade-chronicles-3-nintendo-switch-tech-review)\u003cbr\u003e• [「生と死」を物語る陰影表現とは――『Xenoblade3（ゼノブレイド3）』のキャラクターを魅せる2灯トゥーンシェーディング、世界を描くアップサンプリング【CEDEC+KYUSHU 2022】](https://gamemakers.jp/article/2023_03_22_33475/)\u003cbr\u003e\u003c/details\u003e|\n|Gran Turismo 7|Polyphony Digital|Internal|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation](https://s3.amazonaws.com/gran-turismo.com/pdi_publications/SIGGRAPH2023_RenderingTechBehindGT7.pdf)\u003cbr\u003e\u003c/details\u003e|\n|The Callisto Protocol|Striking Distance Studios|UE4|2022|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx](https://advances.realtimerendering.com/s2023/SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx)\u003cbr\u003e\u003c/details\u003e|\n|The Gunk|Image \u0026 Form Games|UE4|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Raymarching The Gunk](https://jarllarsson.github.io/gen/gunkraymarcher.html)\u003cbr\u003e\u003c/details\u003e|\n|Halo Infinite|343 Industries|Slipspace|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [One Frame in 'Halo Infinite'](https://www.gdcvault.com/play/1027657/One-Frame-in-Halo-Infinite)\u003cbr\u003e\u003c/details\u003e|\n|Diablo 2 Resurrected|Blizzard, Vicarious Visions|Internal|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Analysis](https://www.youtube.com/watch?v=bSdg5sgt6hY)\u003cbr\u003e• [An Overview of the 'Diablo II: Resurrected' Renderer](https://gdcvault.com/play/1027558/An-Overview-of-the-Diablo)\u003cbr\u003e\u003c/details\u003e|\n|Knockout City|Velan Studios|Internal|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Knockout City's Parallel Play](https://www.gdcvault.com/play/1027634/-Knockout-City-s-Parallel)\u003cbr\u003e\u003c/details\u003e|\n|Forza Horizon 5|Playground Games|ForzaTech|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [How Parameters Drive the Particle Effects of 'Forza Horizon 5'](https://www.youtube.com/watch?v=8Pk-yAp7J_8)\u003cbr\u003e• [PS5 Pro Enhancements: Foliage Density and Ray Tracing](https://www.youtube.com/watch?v=82ceExNpBQA)\u003cbr\u003e\u003c/details\u003e|\n|Returnal|Housemarque|UE4|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Can We Do It with Particles?: VFX Learnings from 'Returnal'](https://www.youtube.com/watch?v=qbkb8ap7vts)\u003cbr\u003e• [Particle System and Volumetric Lighting Deep Dive](https://www.eurogamer.net/digitalfoundry-2021-returnal-absolute-housemarque)\u003cbr\u003e• [PSSR Upscaling Implementation Analysis](https://www.eurogamer.net/digitalfoundry-2025-returnals-ps5-pro-upgrade-delivers-a-huge-resolution-boost-and-improved-performance)\u003cbr\u003e• [VRS and Mesh Shading Utilization](https://housemarque.com/news/returnal-ps5-pro-tech-breakdown)\u003cbr\u003e\u003c/details\u003e|\n|Ratchet and Clank: Rift Apart|Insomniac Games|Internal|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'](https://www.youtube.com/watch?v=geErfczxwjc)\u003cbr\u003e• [DF Blog](https://www.eurogamer.net/digitalfoundry-2023-df-weekly-how-will-ratchet-and-clank-pc-handle-the-ps5s-ssd-requirement)\u003cbr\u003e\u003c/details\u003e|\n|Far Cry 6|Ubisoft Toronto|Dunia Engine|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Simulating Tropical Weather in 'Far Cry 6'](https://www.youtube.com/watch?v=mGHCOOnI5aE)\u003cbr\u003e• [GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6](https://www.youtube.com/watch?v=nTZpKD600eQ)\u003cbr\u003e\u003c/details\u003e|\n|Dreamscaper|Afterburner Studios|UE4|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Dreamscaper: Killer Combat on an Indie Budget](https://www.youtube.com/watch?v=3Omb5exWpd4)\u003cbr\u003e\u003c/details\u003e|\n|FIFA 22|EA Vancouver, EA Romania|Frostbite 3|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• ['FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology](https://www.youtube.com/watch?v=lJYmMCQ2r-0)\u003cbr\u003e\u003c/details\u003e|\n|Dyson Sphere Program|Youthcat Studio|Unity|2021|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [birth-of-dyson-sphere](https://indienova.com/indie-game-news/birth-of-dyson-sphere/)\u003cbr\u003e• [dyson-sphere-devlog-2](https://indienova.com/indie-game-development/dyson-sphere-devlog-2/)\u003cbr\u003e• [dyson-sphere-devlog-3](https://indienova.com/indie-game-news/dyson-sphere-devlog-3/)\u003cbr\u003e• [dyson-sphere-devlog-4](https://indienova.com/indie-game-development/dyson-sphere-devlog-4/)\u003cbr\u003e\u003c/details\u003e|\n|Cyberpunk 2077|CD Projekt Red|REDengine 4|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Hallucinations re: the rendering of Cyberpunk 2077](https://c0de517e.blogspot.com/2020/12/hallucinations-re-rendering-of.html)\u003cbr\u003e• [Hang Zhang's Blog](https://zhangdoa.com/rendering-analysis-cyberpunk-2077)\u003cbr\u003e• [Shader Execution Reordering](https://chipsandcheese.com/2023/05/16/shader-execution-reordering-nvidia-tackles-divergence/)\u003cbr\u003e• [Tech Focus: Cyberpunk 2077 RT Overdrive](https://www.youtube.com/watch?v=vigxRma2EPA)\u003cbr\u003e• [Overdrive Technology Preview on RTX 4090](https://www.youtube.com/watch?v=I-ORt8313Og)\u003cbr\u003e• [Next-Gen Tech Analysis: Ray Tracing and Night City Density](https://www.eurogamer.net/digitalfoundry-2020-cyberpunk-2077-high-end-pc-tech-analysis)\u003cbr\u003e\u003c/details\u003e|\n|Doom Eternal|id Software|id Tech 7|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Simon Coenen's Blog](https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html)\u003cbr\u003e\u003c/details\u003e|\n|Mafia: Definitive Edition|Hangar 13|Mafia III engine|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Code Corsair](https://www.elopezr.com/the-rendering-of-mafia-definitive-edition/)\u003cbr\u003e\u003c/details\u003e|\n|Teardown|Tuxedo Labs|Internal|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Frame Teardown](https://acko.net/blog/teardown-frame-teardown/)\u003cbr\u003e• [Teardown Breakdown](https://juandiegomontoya.github.io/teardown_breakdown.html)\u003cbr\u003e\u003c/details\u003e|\n|Final Fantasy 7 Remake|Square Enix|UE4|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [機械学習によるリップシンクアニメーション自動生成技術と FINAL FANTASY VII REMAKEのアセットを訓練データとした実装実例](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2022_LipSyncML_all.pdf)\u003cbr\u003e• ['Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future](https://www.youtube.com/watch?v=L2bJ4E_4zN8)\u003cbr\u003e• [How Square Enix leveraged Unreal Engine to modernize FINAL FANTASY VII REMAKE](https://www.unrealengine.com/en-US/developer-interviews/how-square-enix-leveraged-unreal-engine-to-modernize-final-fantasy-vii-remake)\u003cbr\u003e\u003c/details\u003e|\n|Ghost of Tsushima|Sucker Punch|Internal|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Blowing from the West: Simulating Wind in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=d61_o4CGQd8)\u003cbr\u003e• [Exploration in 'Ghost of Tsushima': Letting the Island Guide You](https://www.youtube.com/watch?v=b5rUPBWgwuw)\u003cbr\u003e• [Procedural Grass in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=Ibe1JBF5i5Y)\u003cbr\u003e• [Master of the Katana: Melee Combat in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=1ih5BxnJu2I)\u003cbr\u003e• [Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=dKS2kaI3aXE)\u003cbr\u003e• [Zen of Streaming: Building and Loading 'Ghost of Tsushima'](https://www.youtube.com/watch?v=Ur53sJdS8rQ)\u003cbr\u003e• [Samurai Shading in Ghost of Tsushima](https://blog.selfshadow.com/publications/s2020-shading-course/patry/slides/)\u003cbr\u003e\u003c/details\u003e|\n|Wild Rift|Riot Games|Internal|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline](https://www.youtube.com/watch?v=fupHL5p-MtQ)\u003cbr\u003e\u003c/details\u003e|\n|Spelunky 2|Mossmouth, BlitWorks|Internal|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'](https://www.youtube.com/watch?v=mss6S2IO8Mw)\u003cbr\u003e\u003c/details\u003e|\n|Marvel's Spider-Man: Miles Morales|Insomniac Games|Internal|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [An Explosive New Spider-Man: Creating VFX for Miles Morales](https://www.youtube.com/watch?v=hvU2EVGTOp0)\u003cbr\u003e• [Real-Time Cloth Solutions on 'Marvel's Spider-Man'](https://www.youtube.com/watch?v=kGvqlLlZUis)\u003cbr\u003e• [Ray Traced Reflections and Performance Mode Analysis](https://www.youtube.com/watch?v=mGTNTpuJspo)\u003cbr\u003e\u003c/details\u003e|\n|The Last of Us: Part II|Naughty Dog|Internal|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Crafting an Interactive Guitar](https://www.youtube.com/watch?v=bEjUIHEeKQU)\u003cbr\u003e• [80lv's Interview](https://80.lv/articles/how-naughty-dog-created-the-immersive-world-of-the-last-of-us-part-ii/)\u003cbr\u003e• [The Museum Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-museum)\u003cbr\u003e• [The Chalet Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-chalet)\u003cbr\u003e• [The Overlook Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-overlook)\u003cbr\u003e• [Dialogue Scripting Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/dialogue-scripting)\u003cbr\u003e• [Finding Strings Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/finding-strings)\u003cbr\u003e• [Breathing Life Into 'The Last of Us': Part I and II](https://www.youtube.com/watch?v=8PEcUX4HA8Q)\u003cbr\u003e\u003c/details\u003e|\n|Noita|Nolla Games|Falling Everything|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [80lv's Interview](https://80.lv/articles/noita-a-game-based-on-falling-sand-simulation/)\u003cbr\u003e\u003c/details\u003e|\n|Dragon Ball Z Kakarot|Cyber Connect 2|UE4|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Thomas @ Stylized Station's Twitter thread](https://twitter.com/StylizedStation/status/1656434559590846464)\u003cbr\u003e\u003c/details\u003e|\n|Genshin impact|Mihoyo|Unity|2020|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [[Unity 活动]-游戏专场｜从手机走向主机 -《原神》主机版渲染技术分享](https://www.bilibili.com/video/BV1Za4y1s7VL/)\u003cbr\u003e• [《原神》主机版渲染技术要点和解决方案](https://zhuanlan.zhihu.com/p/356435019)\u003cbr\u003e\u003c/details\u003e|\n|Death Stranding|Kojima Productions|Decima|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-death-stranding/)\u003cbr\u003e• ['Death Stranding': An AI Postmortem](https://www.youtube.com/watch?v=yqZE5O8VPAU)\u003cbr\u003e• [DF Tech Review(PC)](https://www.eurogamer.net/digitalfoundry-2020-death-stranding-pc-tech-review)\u003cbr\u003e• [DF Performance Analysis](https://www.eurogamer.net/digitalfoundry-2019-death-stranding-ps4-ps4-pro-performance-analysis)\u003cbr\u003e• [Decima Engine: Advances in Lighting and AA](https://www.guerrilla-games.com/read/decima-engine-advances-in-lighting-and-aa)\u003cbr\u003e\u003c/details\u003e|\n|Resident-evil II Re|Capcom Division 1|RE Engine|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-resident-evil/)\u003cbr\u003e• [Anton Schreiner's Blog](https://aschrein.github.io/2019/08/01/re2_breakdown.html)\u003cbr\u003e\u003c/details\u003e|\n|Metro Exodus|4A Games|4A Engine|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Resource Management Architecture in 4A Engine](https://enginearchitecture.org/downloads/REAC_2024_4A.pdf)\u003cbr\u003e• [Anton Schreiner's Blog](https://aschrein.github.io/2019/08/11/metro_breakdown.html)\u003cbr\u003e• [Balázs Török's Blog](http://morad.in/2019/03/27/observations-about-the-rendering-of-metro-exodus/)\u003cbr\u003e• [Full Ray Tracing Overhaul Technical Breakdown](https://www.eurogamer.net/digitalfoundry-2021-metro-exodus-enhanced-edition-tech-review)\u003cbr\u003e\u003c/details\u003e|\n|Control|Remedy|Northlight Engine|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Frame Analysis](https://alain.xyz/blog/frame-analysis-control)\u003cbr\u003e• [Destructible Environments in Control: Lessons in Procedural Destruction](https://www.youtube.com/watch?v=kODJsQGXanU)\u003cbr\u003e• [Control PC's Stealth Upgrade](https://www.youtube.com/watch?v=HyLA3lhRdwM)\u003cbr\u003e\u003c/details\u003e|\n|Mortal Kombat 11|NetherRealm Studios|UE3|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Frame Analysis](https://alain.xyz/blog/frame-analysis-mk11)\u003cbr\u003e\u003c/details\u003e|\n|A Plague Tale: Innocence|Asobo Studio|Internal|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Dissecting A Plague Tale: Innocence](http://morad.in/2019/06/16/dissecting-a-plague-tale-innocence/)\u003cbr\u003e• [Gamingbolt Graphics Analysis](https://gamingbolt.com/a-plague-tale-innocence-graphics-analysis-one-of-the-best-looking-games-of-this-gen)\u003cbr\u003e\u003c/details\u003e|\n|Star Wars Jedi: Fallen Order|Respawn|UE4|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Analysis of Water Effects](https://simonschreibt.de/gat/jedi-fallen-order-splishy-splashy/)\u003cbr\u003e• [Physical Animation in Star Wars Jedi: Fallen Order](https://www.youtube.com/watch?v=TmAU8aPekEo)\u003cbr\u003e\u003c/details\u003e|\n|Call of Duty: Modern Warfare|Infinity Ward|IW engine|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Handling Network Latency Variation in Call of Duty: Modern Warfare](https://www.gdcvault.com/play/1026896/Handling-Network-Latency-Variation-in)\u003cbr\u003e• [Handling Network Latency Variation in Call of Duty: Modern Warfare](https://www.gdcvault.com/play/1026833/Handling-Network-Latency-Variation-in)\u003cbr\u003e\u003c/details\u003e|\n|Gears of War 5|The Coalition|UE5|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The making of Gears 5: how the Coalition hit 60fps - and improved visual quality](https://www.eurogamer.net/digitalfoundry-2019-gears-5-tech-interview)\u003cbr\u003e\u003c/details\u003e|\n|Days Gone|Bend Studio|UE4|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Squad Coordination in Days Gone](https://www.youtube.com/watch?v=7TQ-WS3MPlE)\u003cbr\u003e• [Screen Space Shadows​](https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/)\u003cbr\u003e\u003c/details\u003e|\n|Sea of Solitude|Jo-Mei Games|Unity|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Paint It Black: The Art of 'Sea of Solitude'](https://www.youtube.com/watch?v=yreVq5fWv0Y)\u003cbr\u003e\u003c/details\u003e|\n|Untitled Goose Game|House House|Unity|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'](https://www.youtube.com/watch?v=tA-64QuWgLk)\u003cbr\u003e\u003c/details\u003e|\n|Tom Clancy's The Division 2|Massive Entertainment|Snowdrop|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Game Server Performance on Tom Clancy's The Division 2](https://www.youtube.com/watch?v=bcXxyKqgV0c)\u003cbr\u003e\u003c/details\u003e|\n|Super Mario Maker 2|Nintendo|Internal|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [What Cause Lag in Super Mario Maker 2's Online](https://oatmealdome.me/blog/what-causes-lag-in-super-mario-maker-2s-online/)\u003cbr\u003e\u003c/details\u003e|\n|Epitasis|Epitasis Games|UE4|2019|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [80lv's Interview](https://80.lv/articles/development-of-epitasis-world-music-skybox/)\u003cbr\u003e\u003c/details\u003e|\n|God of War 4|Santa Monica Studio|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [God of War Tech Analysis: A New Benchmark for PS4](https://www.eurogamer.net/digitalfoundry-2018-god-of-war-tech-analysis)\u003cbr\u003e• [PC Port Deep Dive: From Checkerboarding to Native 4K](https://www.eurogamer.net/digitalfoundry-2022-god-of-war-on-pc-is-a-simply-sensational-port)\u003cbr\u003e• [Raising Atreus for Battle in God of War](https://www.youtube.com/watch?v=lbyGzzcKg9U)\u003cbr\u003e• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-god-of-war/)\u003cbr\u003e\u003c/details\u003e|\n|Red Dead Redemption 2|Rockstar San Diego|RAGE|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [imgeself's Blog](https://imgeself.github.io/posts/2020-06-19-graphics-study-rdr2/)\u003cbr\u003e• [SIG 2019: Creating the Atmospheric World](https://www.youtube.com/watch?v=9-HTvoBi0Iw\u0026t=7100s)\u003cbr\u003e• [Technical Masterpiece: Breaking Down Rockstar's Open World](https://www.eurogamer.net/digitalfoundry-2018-red-dead-redemption-2-tech-analysis)\u003cbr\u003e\u003c/details\u003e|\n|Detroit Become Human|Quantic Dream|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-detroit-become-human/)\u003cbr\u003e\u003c/details\u003e|\n|Jurassic World: Evolution|Frontier|Cobra|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Code Corsair](https://www.elopezr.com/the-rendering-of-jurassic-world-evolution/)\u003cbr\u003e\u003c/details\u003e|\n|Ni no Kuni II|Level-5|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Thomas' Blog](https://blog.thomaspoulet.fr/ninokuni2-frame/)\u003cbr\u003e\u003c/details\u003e|\n|Shadows of the Tomb Raider|Eidos-Montréal|Foundation engine|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Shadows of the Tomb Raider](https://www.gdcvault.com/play/1026163/-Shadows-of-the-Tomb)\u003cbr\u003e\u003c/details\u003e|\n|Kingdom Come: Deliverance|Warhorse Studios|CryEngine|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Adaptive Clothing System in Kingdom Come: Deliverance](https://www.gdcvault.com/play/1022822/Adaptive-Clothing-System-in-Kingdom)\u003cbr\u003e\u003c/details\u003e|\n|The Walking Dead: Our World|Next Games|Unity|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Social Depth of Location-Based Play in 'The Walking Dead: Our World'](https://www.youtube.com/watch?v=um1N4kafV5I)\u003cbr\u003e\u003c/details\u003e|\n|Just Cause 4|Avalanche Studios|Apex|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Building a Mixing Sandbox for 'Just Cause 4'](https://www.youtube.com/watch?v=uN8RxOvrxMM)\u003cbr\u003e• [Vehicle Physics and Tire Dynamics in Just Cause 4](https://www.youtube.com/watch?v=0jsENVOmkxc)\u003cbr\u003e\u003c/details\u003e|\n|Sea of Thieves|Rare|UE4|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Automated Testing of Gameplay Features in 'Sea of Thieves'](https://www.youtube.com/watch?v=X673tOi8pU8)\u003cbr\u003e\u003c/details\u003e|\n|Tetris Effect|Monstars Inc. and Resonair|UE4|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Making 'Tetris Effect'-ive](https://www.youtube.com/watch?v=2BjgXfGiJ1A)\u003cbr\u003e\u003c/details\u003e|\n|Battlefield V|DICE|Frostbite|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [AI for Testing: The Development of Bots that Play Battlefield V](https://www.youtube.com/watch?v=s1JOSbUR6KE)\u003cbr\u003e• [It Just Works: Ray-Traced Reflections in Battlefield V](https://www.youtube.com/watch?v=ncUNLDQZMzQ)\u003cbr\u003e• [REAC 2024 DAY 1 Testing Rendering Code at Frostbite](https://www.youtube.com/watch?v=1OhWTLNESlc)\u003cbr\u003e\u003c/details\u003e|\n|Marvel's Spider-Man|Insomniac Games|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Marvel's Spider-Man: Procedural Lighting Tools](https://www.youtube.com/watch?v=HnguuY9IRro)\u003cbr\u003e• [Marvel's Spider-Man AI Postmortem](https://www.youtube.com/watch?v=LxWq65CZBU8)\u003cbr\u003e• [Marvel's Spider-Man: A Technical Postmortem](https://www.youtube.com/watch?v=KDhKyIZd3O8)\u003cbr\u003e\u003c/details\u003e|\n|Frostpunk|11 bit studios|Liquid Engine|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Content Fueled Gameplay Programming in Frostpunk](https://www.youtube.com/watch?v=9rOtJCUDjtQ)\u003cbr\u003e\u003c/details\u003e|\n|Astro Bot Rescue Mission|SIE Japan Studio|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Taming Technologies Behind Astro Bot Rescue Mission](https://www.youtube.com/watch?v=jCCSMhAFHUQ)\u003cbr\u003e\u003c/details\u003e|\n|Assassin's Creed Odyssey|Ubisoft Quebec|AnvilNext 2.0|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey](https://www.youtube.com/watch?v=DFM5zbekZ7c)\u003cbr\u003e\u003c/details\u003e|\n|Detroit: Become Human|Quantic Dream|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Lighting Technology of Detroit: Become Human](https://www.youtube.com/watch?v=7dVv6XwkLbM)\u003cbr\u003e\u003c/details\u003e|\n|Far Cry 5|Ubisoft Montreal|Dunia Engine|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Water Rendering in Far Cry 5](https://www.youtube.com/watch?v=4oDtGnQNCx4)\u003cbr\u003e\u003c/details\u003e|\n|Prismata|Lunarch Studios|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata](https://www.youtube.com/watch?v=sQSL9j7W7uA)\u003cbr\u003e\u003c/details\u003e|\n|Below|Capybara Games|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Rendering of Below](https://www.youtube.com/watch?v=4D5uX8wL1V8)\u003cbr\u003e\u003c/details\u003e|\n|Shadow of the Colossus Remake|Bluepoint|Internal|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Complete Analysis](https://www.digitalfoundry.net/shadow-of-the-colossus-ps4-complete-tech-analysis)\u003cbr\u003e• [DF Tech Interview](https://www.digitalfoundry.net/shadow-of-the-colossus-bluepoint-tech-interview)\u003cbr\u003e• [DF's Article](https://www.eurogamer.net/digitalfoundry-2018-shadow-of-the-colossus-tech-analysis)\u003cbr\u003e• [Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective](https://www.youtube.com/watch?v=fcBZEZWGYek)\u003cbr\u003e\u003c/details\u003e|\n|Octopath Traveler|Square Enix, Acquire|UE4|2018|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Tech Analysis](https://www.youtube.com/watch?v=2jKOJsoVcro)\u003cbr\u003e• [DF PC vs Switch](https://www.digitalfoundry.net/octopath-traveler-pc-vs-switch-graphics-comparison-60fps-and-4k-unleashed)\u003cbr\u003e• [Unreal Fest Europe 2019](https://www.youtube.com/watch?v=K6wW0pO08LE)\u003cbr\u003e\u003c/details\u003e|\n|Destiny 2|Bungie|Tiger Engine|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [GDC 2018: Physically Inspired Shading in 'Destiny 2'](https://www.gdcvault.com/play/1025290/Translating-Art-into-Technology-Physically)\u003cbr\u003e• [Destiny's Multithreaded Rendering Architecture](https://www.youtube.com/watch?v=0nTDFLMLX9k)\u003cbr\u003e• [GDC 17: Destiny Shader Pipeline](https://www.gdcvault.com/play/1033914/-Destiny-Shader)\u003cbr\u003e\u003c/details\u003e|\n|Minecraft (Bedrock)|Mojang Studios|RenderDragon|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Frame Analysis - RTX](https://alain.xyz/blog/frame-analysis-minecraftrtx)\u003cbr\u003e• [Microsoft Game Dev](https://www.youtube.com/watch?v=PyIgZTE66eM)\u003cbr\u003e• [DF's Minecraft RTX Deep Dive](https://www.youtube.com/watch?v=TVtSsJf86_Y)\u003cbr\u003e• [GTC 2020](https://developer.nvidia.com/gtc/2020/video/s22677)\u003cbr\u003e\u003c/details\u003e|\n|Slime Rancher|Monomi Park|Unity|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [A frame of Slime Rancher](https://pixelalchemy.dev/posts/a-frame-of-slime-rancher/)\u003cbr\u003e\u003c/details\u003e|\n|Divinity: Original Sin 2|Larian Studios|Divinity Engine|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Divine Fire: A deep dive into the VFX](https://simonschreibt.de/gat/divine-fire/)\u003cbr\u003e\u003c/details\u003e|\n|Star Wars Battlefront II|EA DICE, Criterion Games, Motive Studios|Frostbite|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Battlefront II Layered Explosion](https://simonschreibt.de/gat/battlefront-ii-layered-explosion/)\u003cbr\u003e• [Precomputed Global Illumination in Frostbite](https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc2018-precomputedgiobalilluminationinfrostbite.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Zelda: Breath of the Wild|Nintendo|Internal|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Bling-Bling Offset](https://simonschreibt.de/gat/zelda-the-bling-bling-offset/)\u003cbr\u003e\u003c/details\u003e|\n|RIME|Tequila Works|UE4|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Stylized VFX in RIME](https://simonschreibt.de/gat/stylized-vfx-in-rime/)\u003cbr\u003e\u003c/details\u003e|\n|Middle-earth: Shadow of War|Monolith|Lithtech|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Middle-earth: Shadow of War](https://www.gdcvault.com/play/1025199/-Middle-earth-Shadow-of)\u003cbr\u003e\u003c/details\u003e|\n|FAITH|Airdorf Games|Unity|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [MORTIS 101: 'FAITH's' Horror Design Toolkit](https://www.youtube.com/watch?v=04bt3aFwKc8)\u003cbr\u003e\u003c/details\u003e|\n|Assassin's Creed: Origins|Ubisoft Montreal|AnvilNext 2.0|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Virtual Insanity: Meta AI on Assassin's Creed: Origins](https://www.youtube.com/watch?v=a09vnDjmY_E)\u003cbr\u003e\u003c/details\u003e|\n|Battlefield 1|DICE|Frostbite 3|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [4K Checkerboard in Battlefield 1 and Mass Effect Andromeda](https://www.youtube.com/watch?v=RkS8DmGqUmk)\u003cbr\u003e\u003c/details\u003e|\n|Mass Effect Andromeda|BioWare|Frostbite 3|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [4K Checkerboard in Battlefield 1 and Mass Effect Andromeda](https://www.youtube.com/watch?v=RkS8DmGqUmk)\u003cbr\u003e\u003c/details\u003e|\n|Horizon: Zero Dawn|Guerrilla Games|Decima|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [80lv's Interview](https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/)\u003cbr\u003e• [GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn](https://www.youtube.com/watch?v=ToCozpl1sYY)\u003cbr\u003e• [Horizon Zero Dawn: A QA Open World Case Study](https://www.youtube.com/watch?v=2VDlX3Dqm0w)\u003cbr\u003e• [Creating a Tools Pipeline for Horizon: Zero Dawn](https://www.youtube.com/watch?v=KRJkBxKv1VM)\u003cbr\u003e• [Streaming the World of Horizon Zero Dawn](https://www.guerrilla-games.com/read/Streaming-the-World-of-Horizon-Zero-Dawn)\u003cbr\u003e• [Nubis: RealTime Volumetric Cloudscapes In A Nutshell](https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell)\u003cbr\u003e• [Horizon Zero Dawn: A Game Design Postmortem](https://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem)\u003cbr\u003e• [Creating New AI Systems](https://www.guerrilla-games.com/read/beyond-killzone-creating-new-ai-systems-for-horizon-zero-dawn)\u003cbr\u003e• [Decima Engine: Visibility](https://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn)\u003cbr\u003e\u003c/details\u003e|\n|For Honor|Ubisoft Montreal|AnvilNext 2.0|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Deterministic vs. Replicated AI: Building the Battlefield of For Honor](https://www.youtube.com/watch?v=4Z0aUEBp_Os)\u003cbr\u003e• [Data-Driven Dynamic Gameplay Effects on For Honor](https://www.youtube.com/watch?v=JgSvuSaXs3E)\u003cbr\u003e\u003c/details\u003e|\n|Injustice 2|NetherRealm Studios|UE3|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2](https://www.youtube.com/watch?v=7jb0FOcImdg)\u003cbr\u003e\u003c/details\u003e|\n|Night in the Woods|Infinite Fall|Unity|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Making Night in the Woods Better with Open Source](https://www.youtube.com/watch?v=Qsiu-zzDYww)\u003cbr\u003e\u003c/details\u003e|\n|Resident Evil 7|Capcom|RE Engine|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [RE Engine Analysis](https://cgworld.jp/feature/201702-cgw222T2-bio.html)\u003cbr\u003e• [Next-Gen Ray Tracing and High Frame-Rate Implementation](https://www.eurogamer.net/digitalfoundry-2021-resident-evil-village-tech-review)\u003cbr\u003e\u003c/details\u003e|\n|Splatoon 2|Nintendo|Internal|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Datamining New Splatoon 2 Maps](https://oatmealdome.me/blog/datamining-new-splatoon-2-maps-without-homebrew/)\u003cbr\u003e• [Ranking System Analysis](https://oatmealdome.me/blog/an-in-depth-look-at-the-splatoon-2-ranking-system/)\u003cbr\u003e• [Netcode and Matchmaking](https://oatmealdome.me/blog/splatoon-2s-netcode-an-in-depth-look/)\u003cbr\u003e• [How Does the Region Lock Work](https://oatmealdome.me/blog/how-does-the-splatoon-2-region-lock-work/)\u003cbr\u003e• [The Mechanics of Clam Blitz](https://oatmealdome.me/blog/the-mechanics-of-clam-blitz/)\u003cbr\u003e\u003c/details\u003e|\n|Escape From Tarkov|Battlestate|Unity|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Game Tech Overview](https://80.lv/articles/escape-from-tarkov-game-tech-overview/)\u003cbr\u003e\u003c/details\u003e|\n|Hellblade: Senua's Sacrifice|Ninja Theory|UE4|2017|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Digital Humans: Crossing the Uncanny Valley in UE4](https://www.youtube.com/watch?v=ILacgSf1vck)\u003cbr\u003e\u003c/details\u003e|\n|Doom|id Software|id Tech 6|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Devil is in the details](https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf)\u003cbr\u003e• [Graphics Study](https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/)\u003cbr\u003e• [DF Interview](https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview)\u003cbr\u003e• [Bringing Hell to Life: AI and Full Body Animation in DOOM](https://www.youtube.com/watch?v=3lO1q8mQrrg)\u003cbr\u003e• [GamesBeat Interview](https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/)\u003cbr\u003e• [DSOGaming Interview](https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/)\u003cbr\u003e• [QuakeCon P1](https://www.twitch.tv/videos/81946710)\u003cbr\u003e• [QuakeCon P2](https://www.twitch.tv/videos/81950107)\u003cbr\u003e\u003c/details\u003e|\n|Overwatch|Blizzard, Iron Galaxy|Internal|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Alain Galvan's Blog](https://alain.xyz/blog/frame-analysis-overwatch)\u003cbr\u003e• [Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights](https://www.youtube.com/watch?v=W4oZq4tn57w)\u003cbr\u003e• [Overwatch Gameplay Architecture and Netcode](https://www.youtube.com/watch?v=W3aieHjyNvw)\u003cbr\u003e• [Playtesting Overwatch](https://www.youtube.com/watch?v=4R9fNm8GeKs)\u003cbr\u003e• [Networking Scripted Weapons and Abilities in Overwatch](https://www.youtube.com/watch?v=ScyZjcjTlA4)\u003cbr\u003e• [Overwatch - The Elusive Goal: Play by Sound](https://www.youtube.com/watch?v=zF_jcrTCMsA)\u003cbr\u003e\u003c/details\u003e|\n|Shadow Tactics: Blades of the Shogun|Mimimi Productions|Unity|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Kosmonaut's Blog](https://kosmonautblog.wordpress.com/2017/01/09/shadow-tactics-rendering-breakdown/)\u003cbr\u003e\u003c/details\u003e|\n|The Witness|Thekla|Internal|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Witness Frame Part 1](https://blog.thomaspoulet.fr/the-witness-frame-part-1)\u003cbr\u003e\u003c/details\u003e|\n|Dark Maus|Daniel Wright|Internal|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Dark Maus: Topdown Trees](http://simonschreibt.de/gat/darkmaus-topdown-trees/)\u003cbr\u003e\u003c/details\u003e|\n|Gears of War 4|The Coalition|UE4|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [GDC Vault Gears of War 4](https://www.gdcvault.com/play/1024008/-Gears-of-War-4)\u003cbr\u003e\u003c/details\u003e|\n|Battleborn|Gearbox Software|UE3|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The VFX Process Behind 'Battleborn'](https://www.youtube.com/watch?v=DdV1_TOvi0s)\u003cbr\u003e\u003c/details\u003e|\n|Mafia III|Hangar 13|Illusion|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Triage on the Front Line: Improving Mafia III AI in a Live Product](https://www.youtube.com/watch?v=lGPdPZC6Xvk)\u003cbr\u003e\u003c/details\u003e|\n|Final Fantasy 15|Square Enix Business Division 2|Luminous Studio|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Eos is Alive: The AI Systems of Final Fantasy XV](https://www.youtube.com/watch?v=ygNRNru1B_s)\u003cbr\u003e• [Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV](https://www.youtube.com/watch?v=ictRlPZQCZI)\u003cbr\u003e• [障害物を乗り越えるアニメーションの制御手法とその応用](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2017_Kawachi.pdf)\u003cbr\u003e• [FINAL FANTASY XVにおけるキャラクターナビゲーションパイプライン ～パス検索とステアリングとアニメーションの連携～](http://www.jp.square-enix.com/tech/library/pdf/CEDEC_Navigation_2017_08_30_final.pdf)\u003cbr\u003e• [Rendering Techniques of Final Fantasy XV](http://www.jp.square-enix.com/tech/library/pdf/s16_final.pdf)\u003cbr\u003e• [Physics Simulation R\u0026D at Square Enix](http://www.jp.square-enix.com/tech/library/pdf/SA2015_slides.pdf)\u003cbr\u003e• [FINAL FANTASY XV -EPISODE DUSCAE-のエフェクトはこうして作られた～Luminous VFX Editorの紹介～](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2015_Luminous_FFXV_VFX.pdf)\u003cbr\u003e• [FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム (P1)](https://gdl.square-enix.com/tech/library/pdf/2015cedec_FFXV_AI_English_part1.pdf)\u003cbr\u003e• [FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム (P2)](https://gdl.square-enix.com/tech/library/pdf/2015cedec_FFXV_AI_English_part2.pdf)\u003cbr\u003e• [FINAL FANTASY XV -EPISODE DUSCAE- のアニメーション ～接地感向上のためのとりくみ～](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2015_Luminous_FFXV_Animation.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Far Cry Primal|Ubisoft Toronto|Dunia Engine|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Character Pipeline and Customization System for Far Cry Primal](https://www.youtube.com/watch?v=um8ZMcenXIA)\u003cbr\u003e\u003c/details\u003e|\n|Watch Dogs 2|Ubisoft Montreal|Disrupt|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Replicating Chaos: Vehicle Replication in Watch Dogs 2](https://www.youtube.com/watch?v=_8A2gzRrWLk)\u003cbr\u003e• [Hacking into the Combat AI of Watch Dogs 2](https://www.youtube.com/watch?v=c06DZ81Tbmk)\u003cbr\u003e• [Helping It All Emerge: Managing Crowd AI in Watch Dogs 2](https://www.youtube.com/watch?v=LHEcpy4DjNc)\u003cbr\u003e\u003c/details\u003e|\n|Titanfall 2|Respawn Entertainment|Source|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Efficient Texture Streaming in Titanfall 2](https://www.youtube.com/watch?v=4BuvKotqpWo)\u003cbr\u003e\u003c/details\u003e|\n|Uncharted 4|Naughty Dog|Naughty Dog Engine|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Science of Off-Roading: Uncharted 4's 4x4](https://www.youtube.com/watch?v=SKXqWcaoTGE)\u003cbr\u003e\u003c/details\u003e|\n|Dishonored 2|Arkane Studios|Void Engine|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Taking Back What's Ours: The AI of Dishonored 2](https://www.youtube.com/watch?v=VoXSJBVqdek)\u003cbr\u003e\u003c/details\u003e|\n|Tom Clancy's The Division|Massive Entertainment|Snowdrop|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Global Illumination in Tom Clancy's The Division](https://www.youtube.com/watch?v=04YUZ3bWAyg)\u003cbr\u003e• [Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division](https://www.youtube.com/watch?v=Vre9qqoEBpE)\u003cbr\u003e• [Tom Clancy's The Division: AI Behavior Editing and Debugging](https://www.youtube.com/watch?v=rYQQRIY_zcM)\u003cbr\u003e\u003c/details\u003e|\n|The Flame in The Flood|The Molasses Flood|UE4|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Forging The River in The Flame in The Flood](https://www.youtube.com/watch?v=6N56YpHCHBM)\u003cbr\u003e\u003c/details\u003e|\n|INSIDE|Playdead|Unity|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Temporal Reprojection Anti-Aliasing in INSIDE](https://www.youtube.com/watch?v=2XXS5UyNjjU)\u003cbr\u003e• [Low Complexity, High Fidelity: The Rendering of INSIDE](https://www.youtube.com/watch?v=RdN06E6Xn9E)\u003cbr\u003e\u003c/details\u003e|\n|Stellaris|Paradox Development Studio|Clausewitz Engine|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Creating Complex AI Behavior in Stellaris Through Data-Driven Design](https://www.youtube.com/watch?v=Z5LMUbjyFQM)\u003cbr\u003e\u003c/details\u003e|\n|Total War: Warhammer|Creative Assembly|Warscape|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Siege Battle AI in Total War: Warhammer](https://www.youtube.com/watch?v=sHolirTf9CI)\u003cbr\u003e\u003c/details\u003e|\n|No Man's Sky|Hello Games|Internal|2016|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Continuous World Generation in No Man's Sky](https://www.youtube.com/watch?v=sCRzxEEcO2Y)\u003cbr\u003e• [Building Worlds in No Man's Sky Using Math(s)](https://www.youtube.com/watch?v=C9RyEzMiU)\u003cbr\u003e\u003c/details\u003e|\n|Dying Light|Techland|Chrome Engine 6|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Deferred rendering in Dying Light](https://www.slideshare.net/maciejjamrozik/deferred-rendering-in-dying-light)\u003cbr\u003e\u003c/details\u003e|\n|The Witcher 3|CD Projekt Red|RED Engine 3|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Mateusz's Blog](https://astralcode.blogspot.com/2018/11/reverse-engineering-rendering-of.html)\u003cbr\u003e• ['Witcher 3' on the Nintendo Switch](https://www.gdcvault.com/play/1026635/-Witcher-3-on-the)\u003cbr\u003e\u003c/details\u003e|\n|Metal Gear Solid V|Kojima Productions|Fox Engine|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Graphics Study](https://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study/)\u003cbr\u003e• [GDC 13](https://www.gdcvault.com/play/1018086/Photorealism-Through-the-Eyes-of)\u003cbr\u003e• [DigitalFoundry Tech Analysis](https://www.eurogamer.net/digitalfoundry-tech-analysis-mgs5-fox-engine)\u003cbr\u003e• [NVIDIA Performance Guide](https://www.nvidia.com/en-us/geforce/news/metal-gear-solid-v-the-phantom-pain-graphics-and-performance-guide/)\u003cbr\u003e\u003c/details\u003e|\n|Rise of the Tomb Raider|Crystal Dynamics|Foundation Engine|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Code Corsair](https://www.elopezr.com/the-rendering-of-rise-of-the-tomb-raider/)\u003cbr\u003e\u003c/details\u003e|\n|Yakuza 0|Ryu Ga Gotoku Studio|Dragon Engine|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Fixing attempts for Yakuza 0](https://cookieplmonster.github.io/2019/02/24/yakuza-0-fixing-attempts/)\u003cbr\u003e\u003c/details\u003e|\n|Waves 2: Notorious|Rob \"Squid\" Hale|UE4|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [A Frame of Waves 2](https://pixelalchemy.dev/posts/a-frame-of-waves-2)\u003cbr\u003e\u003c/details\u003e|\n|Batman: Arkham Knight|Rocksteady|UE3|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Unmasking Arkham Knight](http://morad.in/2020/04/03/unmasking-arkham-knight/)\u003cbr\u003e\u003c/details\u003e|\n|Fallout 4|Bethesda Game Studios|Creation Engine|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Game Art Tricks](http://simonschreibt.de/gat/fallout4-wasteland-eyes/)\u003cbr\u003e• [Game Art Tricks](http://simonschreibt.de/gat/fallout-4-the-mushroom-case/)\u003cbr\u003e\u003c/details\u003e|\n|Assassin's Creed Syndicate|Ubisoft Quebec|AnvilNext 2|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Assassin's Creed Syndicate: London Wasn't Built in a Day](https://www.youtube.com/watch?v=k7sizxMamls)\u003cbr\u003e• [Assassin's Creed Syndicate: A Technical Postmortem](https://www.gdcvault.com/play/1023305/-Assassin-s-Creed-Syndicate)\u003cbr\u003e• [What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate](https://www.youtube.com/watch?v=tB88gTpdk48)\u003cbr\u003e\u003c/details\u003e|\n|Caves of Qud|Freehold Games|Unity|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'](https://www.youtube.com/watch?v=AdCgi9E90jw)\u003cbr\u003e• [End-to-End Procedural Generation in Caves of Qud](https://www.youtube.com/watch?v=jV-DZqdKlnE)\u003cbr\u003e\u003c/details\u003e|\n|Halo 5: Guardians|343 Industries|Halo engine|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Geometry Caching Optimizations in Halo 5: Guardians](https://www.youtube.com/watch?v=uYAjUOlEgwI)\u003cbr\u003e\u003c/details\u003e|\n|Just Cause 3|Avalanche Studios|Avalanche Engine|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Tree's Company: Systemic AI Design in Just Cause 3](https://www.youtube.com/watch?v=SurYVTMINhg)\u003cbr\u003e\u003c/details\u003e|\n|Rocket League|Psyonix|UE3|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Rocket League: Language Ban System Postmortem](https://www.youtube.com/watch?v=-E9PowOZhGM)\u003cbr\u003e• [It IS Rocket Science! The Physics of Rocket League Detailed](https://www.youtube.com/watch?v=ueEmiDM94IE)\u003cbr\u003e• ['Rocket League': Scaling for Free to Play](https://www.youtube.com/watch?v=W52Lm505300)\u003cbr\u003e\u003c/details\u003e|\n|Rainbow Six Siege|Ubisoft Montreal|AnvilNext 2.0|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Rendering Rainbow Six Siege](https://www.youtube.com/watch?v=RAy8UoO2blc)\u003cbr\u003e• [The Art of Destruction in Rainbow Six: Siege](https://www.youtube.com/watch?v=SjkQxowsL0I)\u003cbr\u003e\u003c/details\u003e|\n|Call of Duty: Black Ops III|Treyarch|IW engine|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Fighting Latency on Call of Duty: Black Ops III](https://www.youtube.com/watch?v=EtLHLfNpu84)\u003cbr\u003e\u003c/details\u003e|\n|The Order: 1886|Ready at Dawn|Ready at Dawn Engine 4.0|2015|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015)](https://www.youtube.com/watch?v=nj4puag4hwc)\u003cbr\u003e• [The Order: 1886 Retrospective + PS5 60fps Gameplay - Made in 2015, Still Stunning Today](https://www.youtube.com/watch?v=QJm0wreAOK0)\u003cbr\u003e• [RAD_SIGGRAPH_2015_Character_embed.pptx](https://readyatdawn.com/share_file/Public_Presentations/SIGGRAPH_2015/RAD_SIGGRAPH_2015_Character_embed.pptx)\u003cbr\u003e\u003c/details\u003e|\n|Middle-earth: Shadow of Mordor|Monolith Productions|LithTech Jupiter EX|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Code Corsair](https://www.elopezr.com/the-rendering-of-middle-earth-shadow-of-mordor/)\u003cbr\u003e\u003c/details\u003e|\n|Castlevania: Lords of Shadow 2|MercurySteam|Mercury|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Code Corsair](https://www.elopezr.com/castlevania-lords-of-shadow-2-graphics-study/)\u003cbr\u003e\u003c/details\u003e|\n|COD: Advanced Warfare|Sledgehammer Games|Internal|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Next Generation Post Processing](https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare)\u003cbr\u003e\u003c/details\u003e|\n|Alien Isolation|Creative Assembly|Custom|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Alien vs Wolfenstein: Cutting Torch](https://simonschreibt.de/gat/alien-vs-wolfenstein-cutting-torch/)\u003cbr\u003e• [Inside Alien Isolation Graphics](https://gen-graphics.blogspot.com/2018/01/inside-alien-isolation-graphics.html)\u003cbr\u003e• [High Tech Fear: Alien Isolation](https://community.amd.com/community/gaming/blog/2015/05/12/high-tech-fear--alien-isolation)\u003cbr\u003e\u003c/details\u003e|\n|Wolfenstein: The New Order|MachineGames|id Tech 5|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Alien vs Wolfenstein: Cutting Torch](https://simonschreibt.de/gat/alien-vs-wolfenstein-cutting-torch/)\u003cbr\u003e\u003c/details\u003e|\n|Adventure Capitalist|Hyper Hippo|Unity|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Adventure Capitalist Postmortem or](https://www.gdcvault.com/play/1023119/-Adventure-Capitalist-Postmortem-or)\u003cbr\u003e\u003c/details\u003e|\n|Far Cry 4|Ubisoft Montreal|Dunia Engine 2|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Adaptive Virtual Texture Rendering](https://www.gdcvault.com/play/1021760/Adaptive-Virtual-Texture-Rendering-in)\u003cbr\u003e• [Rendering the World of Far Cry 4](https://www.youtube.com/watch?v=rD6KcxcCl_8)\u003cbr\u003e• [Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline](https://www.youtube.com/watch?v=AhmlFG1u1wE)\u003cbr\u003e\u003c/details\u003e|\n|The Jackbox Party Pack|Jackbox Games|Internal|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year](https://www.youtube.com/watch?v=2zLGrF_T8qY)\u003cbr\u003e\u003c/details\u003e|\n|Assassin's Creed Unity|Ubisoft Montreal|AnvilNext 2.0|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Massive Crowd on Assassin's Creed Unity: AI Recycling](https://www.youtube.com/watch?v=Rz2cNWVLncI)\u003cbr\u003e• [Developing Systemic Crowd Events in Assassin's Creed Unity](https://www.youtube.com/watch?v=FaV88JAWnbQ)\u003cbr\u003e• [SIGGRAPH 2015](https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Titanfall|Respawn Entertainment|Source|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Extreme SIMD: Optimized Collision Detection in Titanfall](https://www.youtube.com/watch?v=6BIfqfC1i7U)\u003cbr\u003e\u003c/details\u003e|\n|Destiny|Bungie|Tiger Engine|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Tools-Based Rigging in Bungie's Destiny](https://www.youtube.com/watch?v=U_4u0kbf-JE)\u003cbr\u003e• [Shared World Shooter: Destiny's Networked Mission Architecture](https://www.youtube.com/watch?v=Iryq1WA3bzw)\u003cbr\u003e\u003c/details\u003e|\n|Metal Gear Solid Ground Zeroes|Kojima Productions|Fox Engine|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)](https://www.youtube.com/watch?v=WsmxBE9Gw6A)\u003cbr\u003e\u003c/details\u003e|\n|The Elder Scrolls Online|ZeniMax Online Studios|Havok|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline](https://www.youtube.com/watch?v=5YBJaXHFoSA)\u003cbr\u003e\u003c/details\u003e|\n|Dragon Age Inquisition|BioWare|Frostbite 3|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Getting Inquisitive About the AI of Dragon Age Inquisition](https://www.youtube.com/watch?v=vt6kf9PP92U)\u003cbr\u003e\u003c/details\u003e|\n|Yandere Simulator|Alex Mahan (YandereDev)|Unity|2014|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Yandere Simulator Complete Source Code Analysis - Code Review](https://www.youtube.com/watch?v=LleJbZ3FOPU)\u003cbr\u003e\u003c/details\u003e|\n|GTA 5|Rockstar North|RAGE|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Game Art Tricks: Underestimated Glow](https://simonschreibt.de/gat/gta-v-underestimated-glow/)\u003cbr\u003e• [Game Art Tricks: The Wormy Fountain](https://simonschreibt.de/gat/gta-v-wormy-fountain/)\u003cbr\u003e• [Graphics Study](https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/)\u003cbr\u003e• [NVIDIA Performance Guide](https://www.nvidia.com/en-us/geforce/news/grand-theft-auto-v-pc-graphics-and-performance-guide/)\u003cbr\u003e\u003c/details\u003e|\n|Pokémon X/Y|Game Freak|Internal|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Game Art Tricks](https://simonschreibt.de/gat/pokemon-rapidash/)\u003cbr\u003e\u003c/details\u003e|\n|Assassin's Creed: Black Flag|Ubisoft Montreal|AnvilNext|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Black Flag Waterplane](https://simonschreibt.de/gat/black-flag-waterplane/)\u003cbr\u003e• [SSAO with temporal supersampling](https://bartwronski.com/2014/04/27/temporal-supersampling-pt-2-ssao-demonstration/)\u003cbr\u003e• [GameDev's Tech Talk](http://www.gamedev.net/topic/652966-assassins-creed-iv-black-flag-ocean-technology-talk/)\u003cbr\u003e• [FxGuide's Article](https://www.fxguide.com/featured/5-things-you-need-to-know-about-the-tech-of-assassins-creed-iv-black-flag/)\u003cbr\u003e• [Gamer Nexus's Graphics Analysis](http://www.gamersnexus.net/gg/1205-assassins-creed-4-black-flag-graphics-analysis)\u003cbr\u003e• [Tech Demo](https://www.youtube.com/watch?app=desktop\u0026v=SMTj3J4H6Gk\u0026t=1m37s)\u003cbr\u003e• [GDC 2014: Road to next-gen graphics](https://bartwronski.files.wordpress.com/2014/03/ac4_gdc.pdf)\u003cbr\u003e• [NVIDIA's Graphics \u0026 Performance Guide](https://www.nvidia.com/en-us/geforce/news/assassins-creed-iv-black-flag-graphics-and-performance-guide/)\u003cbr\u003e\u003c/details\u003e|\n|Don't Starve|Klei Entertainment|Custom|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Don't Starve \u0026 Diablo Parallax](http://simonschreibt.de/gat/dont-starve-diablo-parallax-7/)\u003cbr\u003e\u003c/details\u003e|\n|Tomb Raider 9|Crystal Dynamics|Crystal|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Tomb Raider Lara's Hot Secrets](http://simonschreibt.de/gat/tomb-raider-laras-hot-secrets/)\u003cbr\u003e• [Hair in Tomb Raider](https://www.linkedin.com/in/wolfgangengel/overlay/50585969/single-media-viewer/?type=DOCUMENT\u0026profileId=ACoAAAAGU30Bo2akEMGwNg-C9yHq2Lrtt3NGvPU)\u003cbr\u003e\u003c/details\u003e|\n|Bioshock Infinite|Irrational Games|UE3|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [BioShock Infinite Lighting](https://solid-angle.blogspot.com/2014/03/bioshock-infinite-lighting.html)\u003cbr\u003e\u003c/details\u003e|\n|Dead Space 3|Visceral Games|Frostbite 3|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Dead Space 3 Diffuse Reflections](http://simonschreibt.de/gat/dead-space-3-diffuse-reflections/)\u003cbr\u003e\u003c/details\u003e|\n|Metal Gear Rising|Platinum qGames|Internal|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Metal Gear Rising Slicing](http://simonschreibt.de/gat/metal-gear-rising-slicing/)\u003cbr\u003e\u003c/details\u003e|\n|The Last of Us|Naughty Dog|Internal|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Lighting Technology of The Last Of Us](http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf)\u003cbr\u003e• [GDC 14: A Context-Aware Character Dialog System](https://www.gdcvault.com/play/1020386/A-Context-Aware-Character-Dialog)\u003cbr\u003e• [The Motion Capture Pipeline of The Last of Us](https://www.youtube.com/watch?v=2GoDlM1Z7BU)\u003cbr\u003e• [Parallelizing the Naughty Dog Engine Using Fibers](https://www.gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine)\u003cbr\u003e\u003c/details\u003e|\n|Battlefield 4|DICE|Frostbite|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Rendering Battlefield 4 with Mantle by Yuriy ODonnell](https://www.slideshare.net/DevCentralAMD/rendering-battlefield-4-with-mantle-yuriy-o-donnell)\u003cbr\u003e\u003c/details\u003e|\n|Crysis 3|Crytek|CryEngine|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Crafting the world of Crysis](https://archive.org/download/crytek_presentations/Crafting%20the%20World%20of%20Crysis.pptx)\u003cbr\u003e• [Shining the Light on Crysis 3](https://archive.org/download/crytek_presentations/gdce2013_shining_the_light_on_crysis_3_donzallaz_final_plus_bonus.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Splinter Cell: Blacklist|Ubisoft Toronto|UE2.5|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Modeling AI Perception and Awareness in Splinter Cell: Blacklist](https://www.youtube.com/watch?v=RFWrKHM0vAg)\u003cbr\u003e\u003c/details\u003e|\n|Forza Motorsport 5|Turn 10 Studios|ForzaTech|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Capturing Reality: Gathering Reference for Forza Motorsport 5](https://www.youtube.com/watch?v=lVVuoymwJoE)\u003cbr\u003e\u003c/details\u003e|\n|Killer Instinct|Rare, Double Helix Games, Iron Galaxy Studios, Dlala Studios|HexEngine|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Designing AI for Killer Instinct](https://www.youtube.com/watch?v=9yydYjQ1GLg)\u003cbr\u003e\u003c/details\u003e|\n|Path of Exile|Grinding Gear Games|Internal|2013|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Procedural World Generation in Path of Exile](https://www.youtube.com/watch?v=EXnoHTqO7TE)\u003cbr\u003e• [ExileCon Dev Talk - Creating Game Effects in Path of Exile](https://www.youtube.com/watch?v=KxXJn1DOuzw)\u003cbr\u003e\u003c/details\u003e|\n|Diablo 3|Blizzard Albany, Team 3|Internal|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-wings-of-angels/)\u003cbr\u003e• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-trees/)\u003cbr\u003e• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-resource-bubbles/)\u003cbr\u003e• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-the-sacred-spiderweb/)\u003cbr\u003e\u003c/details\u003e|\n|007 Legends : Moonraker|Eurocom|UE3|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [007 Legends The World](http://simonschreibt.de/gat/007-legends-the-world/)\u003cbr\u003e\u003c/details\u003e|\n|Assassins Creed 3|Ubisoft Montreal|AnvilNext|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Assassins Creed 3 Bouncing Light](http://simonschreibt.de/gat/assassins-creed-3-bouncing-light/)\u003cbr\u003e• [Assassins Creed 3 LOD Blending](http://simonschreibt.de/gat/assassins-creed-3-lod-blending/)\u003cbr\u003e• [Rendering Assassin's Creed III](https://www.gdcvault.com/play/1017710/Rendering-Assassin-s-Creed)\u003cbr\u003e\u003c/details\u003e|\n|Hitman: Absolution|IO Interactive|Glacier 2|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Creating the AI for the Characters of Hitman: Absolution](https://www.gdcvault.com/play/1019353/Creating-the-AI-for-the)\u003cbr\u003e\u003c/details\u003e|\n|Ghost Recon Future Soldier|Ubisoft Paris|Internal|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [A Different Approach for Continuous Physics in Ghost Recon Future Soldier](https://www.gdcvault.com/play/1015856/A-Different-Approach-for-Continuous)\u003cbr\u003e\u003c/details\u003e|\n|Blade \u0026 Soul|NCSOFT|UE3|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade \u0026 Soul'](https://www.youtube.com/watch?v=ADS1GKFb2T8)\u003cbr\u003e• [Ray Traced Global Illumination Implementation](https://www.eurogamer.net/digitalfoundry-2025-days-gone-remastered-ps5-ps5-pro-tech-review)\u003cbr\u003e• [Texture Streaming Improvements Analysis](https://www.bendstudio.com/blog/technical-deep-dive-days-gone-remastered/)\u003cbr\u003e\u003c/details\u003e|\n|Counter-Strike: Global Offensive|Valve Corporation, Hidden Path Entertainment|Source|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive](https://www.youtube.com/watch?v=kTiP0zKF9bc)\u003cbr\u003e• [Building the Content that Drives the Counter-Strike: Global Offensive Economy](https://web.archive.org/web/20170606025840/http://media.steampowered.com/apps/valve/2014/gdc_2014_grimes_csgo_econ_content.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Final Fantasy Agni's Philosophy (Tech Demo)|Square Enix|Luminous Studio|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Web Page](http://www.agnisphilosophy.com/en/index.html)\u003cbr\u003e• [Practical Applications of Compute for Simulation in Agni's Philosophy](http://www.jp.square-enix.com/tech/library/pdf/SiggraphAsia2014_simulation.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Journey|Thatgamecompany|PhyreEngine|2012|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Sand Rendering in Journey](https://www.youtube.com/watch?v=wt2yYnBRD3U)\u003cbr\u003e\u003c/details\u003e|\n|Batman : Arkham City|Rocksteady Studios|UE3|2011|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Froyok's Blog](https://www.froyok.fr/blog/2012-09-breakdown-batman-arkham-city/)\u003cbr\u003e\u003c/details\u003e|\n|Deus Ex: Human Revolution|Eidos-Montréal|Crystal|2011|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Graphics Study](https://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/)\u003cbr\u003e• [GDC 2012](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2012/slides/Programming%20Track/DeSmedt_Matthijs_Deus%20Ex%20Is.pdf)\u003cbr\u003e• [Reimagining a Classic: The Design](https://gdcvault.com/play/1015489/Reimagining-a-Classic-The-Design)\u003cbr\u003e• [Building the Story-driven Experience](https://www.gdcvault.com/play/1015027/Building-the-Story-driven-Experience)\u003cbr\u003e• [Game Art Tricks: Alpha Terrain](https://simonschreibt.de/gat/deus-ex-alpha-terrain/)\u003cbr\u003e\u003c/details\u003e|\n|Binding of Isaac|Edmund McMillen, Florian Himsl|Flash|2011|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Binding of Isaac Composition](http://simonschreibt.de/gat/binding-of-isaac-composition/)\u003cbr\u003e\u003c/details\u003e|\n|Battlefield 3|DICE|Frostbite|2011|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Culling the Battlefield: Data Oriented Design in Practice](https://www.gamedevs.org/uploads/culling-the-battlefield-battlefield3.pdf)\u003cbr\u003e• [DirectX 11 Rendering in Battlefield 3](https://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3)\u003cbr\u003e\u003c/details\u003e|\n|Crysis 2|Crytek|CryEngine 3|2011|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Crysis 2 Multiplayer: A Programmer's Postmortem](https://www.gdcvault.com/play/1014886/Crysis-2-Multiplayer-A-Programmer)\u003cbr\u003e\u003c/details\u003e|\n|Mortal Kombat|NetherRealm Studios|UE3|2011|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2](https://www.youtube.com/watch?v=7jb0FOcImdg)\u003cbr\u003e\u003c/details\u003e|\n|Skylanders|Toys for Bob|Internal|2011|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Supercharged! Vehicle Physics in Skylanders](https://www.youtube.com/watch?v=Db1AgGavL8E)\u003cbr\u003e\u003c/details\u003e|\n|Portal 2|Valve|Source|2011|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2011/gdc_2011_grimes_nonstandard_textures.pdf)\u003cbr\u003e• [Water Flow in Portal 2.](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf)\u003cbr\u003e\u003c/details\u003e|\n|God of War 3|Santa Monica Studio|Internal|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Morphological Antialiasing](https://www.realtimerendering.com/blog/morphological-antialiasing-in-god-of-war-iii/)\u003cbr\u003e• [More on God of War III Antialiasing](https://www.realtimerendering.com/blog/more-on-god-of-war-iii-antialiasing/)\u003cbr\u003e• [DF article](https://www.eurogamer.net/digitalfoundry-mlaa-360-pc-article)\u003cbr\u003e• [Sig 2019: Interactive Wind and Vegetation](https://www.youtube.com/watch?v=9-HTvoBi0Iw\u0026t=145s)\u003cbr\u003e• [Playtesting 'God of War'](https://www.youtube.com/watch?v=Zr4u5Kf_CT4)\u003cbr\u003e• [Evolving Combat in 'God of War' for a New Perspective](https://www.youtube.com/watch?v=hE5tWF-Ou2k)\u003cbr\u003e• [Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'](https://www.youtube.com/watch?v=MNinZWlhprE)\u003cbr\u003e• [Disintegrating Meshes with Particles in 'God of War'](https://www.youtube.com/watch?v=ajNSrTprWsg)\u003cbr\u003e• [Wind Simulation in God of War](https://www.youtube.com/watch?v=dDgyBKkSf7A)\u003cbr\u003e\u003c/details\u003e|\n|Mafia II|2K Czech|Internal|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Hat vs Hair](https://simonschreibt.de/gat/mafia-ii-hat-vs-hair/)\u003cbr\u003e\u003c/details\u003e|\n|Starcraft 2|Blizzard Entertainment|SC2 Engine|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Starcraft 2 Localization](http://simonschreibt.de/gat/starcraft-2-localization/)\u003cbr\u003e\u003c/details\u003e|\n|Battlefield Bad Company 2|DICE|Frostbite 1.5|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Battlefield Bad Company 2 Smoke Column](http://simonschreibt.de/gat/battlefield-bad-company-2-smoke-column/)\u003cbr\u003e\u003c/details\u003e|\n|CityVille|Zynga|Flash|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [CityVille: Lessons Learned \u0026 Tools Used](https://www.gdcvault.com/play/1016594/CityVille-Lessons-Learned-Tools-Used)\u003cbr\u003e\u003c/details\u003e|\n|Dead Rising 2|Capcom Vancouver|MT Framework|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [1000s of Zombies, 1000s of Problems, 1000s of Dollars](https://www.gdcvault.com/play/1014616/1000s-of-Zombies-1000s-of)\u003cbr\u003e\u003c/details\u003e|\n|Two Worlds II|Reality Pump|GRACE 2|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Advanced Material](https://www.gdcvault.com/play/1013725/Advanced-Material)\u003cbr\u003e\u003c/details\u003e|\n|Skate 3|EA Black Box|RenderWare|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Building Game UI with Scaleform](https://www.gdcvault.com/play/1013151/Building-Game-UI-with)\u003cbr\u003e\u003c/details\u003e|\n|World of Tanks: Mercenaries|Wargaming|BigWorld|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Bringing Replays to World of Tanks: Mercenaries](https://www.youtube.com/watch?v=uLAt840vwbM)\u003cbr\u003e\u003c/details\u003e|\n|Assassin's Creed Brotherhood|Ubisoft Montreal|Anvil|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [AI \u0026 Animation in Assassin's Creed Brotherhood](https://www.youtube.com/watch?v=HzhDjbsXA9s)\u003cbr\u003e\u003c/details\u003e|\n|Halo: Reach|Bungie|Halo Engine|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [I Shot You First: Networking the Gameplay of Halo: Reach](https://www.youtube.com/watch?v=h47zZrqjgLc)\u003cbr\u003e\u003c/details\u003e|\n|ALAN WAKE|Remedy|Northlight|2010|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [ALAN WAKE: The Writer Who Made Us Rewrite Our Engine](https://www.youtube.com/watch?v=73KjaHcsdlo)\u003cbr\u003e\u003c/details\u003e|\n|Assassin's Creed II|Ubisoft Montréal|Anvil Engine|2009|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Froyok's Blog](https://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2/)\u003cbr\u003e\u003c/details\u003e|\n|Left 4 Dead 2|Valve|Source|2009|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Left 4 Dead 2 Puke](http://simonschreibt.de/gat/left-4-dead-2-puke/)\u003cbr\u003e• [Rendering Wounds in Left 4 Dead 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf)\u003cbr\u003e• [Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf)\u003cbr\u003e\u003c/details\u003e|\n|League of Legends|Riot Games|Internal|2009|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Building the Chat Service for League of Legends](https://www.gdcvault.com/play/1015092/Building-the-Chat-Service-for)\u003cbr\u003e• [League of Legends: Scaling to Millions of Summoners](https://www.youtube.com/watch?v=yRMM2cEQ89c)\u003cbr\u003e• [A Trip Down The LoL Graphics Pipeline](https://technology.riotgames.com/news/trip-down-lol-graphics-pipeline)\u003cbr\u003e• [Performance analysis in esports part 1](https://files.osf.io/v1/resources/sm3nj/providers/osfstorage/5d9d8304a7bc73000ce81d40?action=download\u0026direct\u0026version=2)\u003cbr\u003e\u003c/details\u003e|\n|Forza Motorsport 3|Turn 10 Studios|ForzaTech|2009|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Forza Motorsport 3 Audio Design](https://www.gdcvault.com/play/1013160/Forza-Motorsport-3-Audio-Design)\u003cbr\u003e\u003c/details\u003e|\n|Velvet Assassin|Replay Studios|UE3|2009|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Building a Dynamic Lighting Engine](https://www.gdcvault.com/play/1012013/Building-a-Dynamic-Lighting-Engine)\u003cbr\u003e\u003c/details\u003e|\n|Dragon Age|BioWare|Frostbite 3|2009|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Connecting Players and Franchise Across Console Generations in the Dragon Age Keep](https://www.youtube.com/watch?v=XxtTD6QlOLc)\u003cbr\u003e\u003c/details\u003e|\n|Halo Wars|Ensemble Studios, 343 Industries, Creative Assembly|Havok|2009|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Terrain of Halo Wars](https://www.youtube.com/watch?v=In1wzUDopLM)\u003cbr\u003e\u003c/details\u003e|\n|Final Fantasy 13|Square Enix|Crystal Tools|2009|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics](https://www.youtube.com/watch?v=ItwtpX1SFcA)\u003cbr\u003e\u003c/details\u003e|\n|Fallout 3|Bethesda Game Studios|Gamebryo|2008|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Game Art Tricks](http://simonschreibt.de/gat/fallout-3-edges/)\u003cbr\u003e\u003c/details\u003e|\n|Digital Combat Simulator|Eagle Dynamics|Internal|2008|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DCS Frame Analysis](https://blog.thomaspoulet.fr/dcs-frame/)\u003cbr\u003e\u003c/details\u003e|\n|Mirror's Edge|DICE|UE3|2008|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Henrikgdc09 Compat](https://fr.slideshare.net/DICEStudio/henrikgdc09-compat)\u003cbr\u003e• [The Unique Lighting of Mirror's Edge](https://www.slideshare.net/DICEStudio/henrikgdc09-compat)\u003cbr\u003e\u003c/details\u003e|\n|Sacred 2|Ascaron|Internal|2008|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Burning Map Effect in Sacred 2](http://simonschreibt.de/gat/sacred-2-burning-map/)\u003cbr\u003e• [Pulse Shader in Sacred 2](http://simonschreibt.de/gat/sacred-2-pulse-shader/)\u003cbr\u003e• [Crystal Reflection in Sacred 2](http://simonschreibt.de/gat/sacred-2-crystal-reflexion/)\u003cbr\u003e• [Sacred 2 Fake Mirror](http://simonschreibt.de/gat/sacred-2-fake-mirror/)\u003cbr\u003e\u003c/details\u003e|\n|Battlefield Bad Company|DICE|Frostbite 1.0|2008|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Audio for Multiplayer \u0026 Beyond - Mixing Case Studies From Battlefield: Bad Company \u0026 Frostbite](https://www.slideshare.net/DICEStudio/audio-for-multiplayer-beyond-mixing-case-studies-from-battlefield-bad-company-frostbite)\u003cbr\u003e\u003c/details\u003e|\n|Left 4 Dead|Valve|Source|2008|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The AI Systems of Left 4 Dead](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf)\u003cbr\u003e• [Replayable Cooperative Game Design: Left 4 Dead](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2009/GDC2009_ReplayableCooperativeGameDesign_Left4Dead.pdf)\u003cbr\u003e\u003c/details\u003e|\n|NARUTO: Ultimate Ninja STORM|Cyber Connect 2|Internal|2008|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [GDC: Cinematic Next-Generation Action NARUTO](https://www.gdcvault.com/play/1354/Cinematic-Next-Generation-Action-NARUTO)\u003cbr\u003e\u003c/details\u003e|\n|Halo 3|Bungie|Internal|2007|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Lighting Research at Bungie](https://web.archive.org/web/20120517153910/http://www.bungie.net/images/Inside/publications/siggraph/Bungie/SIGGRAPH09_LightingResearch.pptx)\u003cbr\u003e\u003c/details\u003e|\n|Supreme Commander|Gas Powered Games|Internal|2007|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Supreme Commander Graphics Study](https://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/)\u003cbr\u003e• [Wiki of Height Map](https://supcom.fandom.com/wiki/Height-_/_Texturemaps_with_image_editing_tools)\u003cbr\u003e• [GameSpot's article](http://web.archive.org/web/20070807085133/http://www.gamespot.com/features/totalstory/)\u003cbr\u003e\u003c/details\u003e|\n|Enemy Territory: Quake Wars|Splash Damage|id Tech 4|2007|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Oblivion Territory Tree vs Palm](http://simonschreibt.de/gat/oblivion-territory-tree-vs-palm/)\u003cbr\u003e\u003c/details\u003e|\n|Bioshock|2K Boston, 2K Australia|UE2.5|2007|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Bioshock Glossiness](http://simonschreibt.de/gat/bioshock-glossiness/)\u003cbr\u003e• [The Cutting Room Floor](https://tcrf.net/BioShock)\u003cbr\u003e\u003c/details\u003e|\n|Crysis|Crytek|CryEngine|2007|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Crysis Next Gen Effects](https://archive.org/download/crytek_presentations/GDC08_SousaT_CrysisEffects.ppt)\u003cbr\u003e• [Crysis and DX10](https://archive.org/download/crytek_presentations/SIGGRAPH2007_CrysisDX10.ppt)\u003cbr\u003e• [The Crysis of Audio](https://archive.org/download/crytek_presentations/The_Crysis_of_Audio.pps)\u003cbr\u003e\u003c/details\u003e|\n|S.T.A.L.K.E.R.|GSC Game World|X-Ray Engine|2007|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [GPU Gems2: Chapter 9](https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-9-deferred-shading-stalker)\u003cbr\u003e\u003c/details\u003e|\n|Team Fortress 2|Valve|Source|2007|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Lessons learned porting Team Fortress 2 to Virtual Reality.](https://web.archive.org/web/20170606025840/http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf)\u003cbr\u003e• [TF2 - From The Orange Box to Free to Play in 'Just' Four Years!](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2012/TF2_Orange_Box_To_Free_To_Play_GDC2012.pdf)\u003cbr\u003e• [Stylization With a Purpose: The Illustrative World of Team Fortress 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf)\u003cbr\u003e• [Illustrative Rendering in Team Fortress 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Portal|Valve|Source|2007|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Integrating Narrative and Design: A Portal Post-Mortem](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2008/GDC2008_PortalPostMortem.pdf)\u003cbr\u003e\u003c/details\u003e|\n|TES: Oblivion|Bethesda Game Studios|Gamebryo|2006|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Oblivion Territory Tree vs Palm](http://simonschreibt.de/gat/oblivion-territory-tree-vs-palm/)\u003cbr\u003e\u003c/details\u003e|\n|Company of Heroes|Relic Entertainment|Essence Engine|2006|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Company of Heroes Flamethrower](http://simonschreibt.de/gat/company-of-heroes-flamethrower/)\u003cbr\u003e• [Company of Heroes Shaded Smoke](http://simonschreibt.de/gat/company-of-heroes-shaded-smoke/)\u003cbr\u003e\u003c/details\u003e|\n|Lost Planet|Spark Unlimited, Capcom, HexaDrive|MT Framework|2006|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [CEDEC 2007: Capcom on Lost Planet Part I](https://www.beyond3d.com/content/news/496)\u003cbr\u003e• [CEDEC 2007: Capcom on Lost Planet Part II](https://www.beyond3d.com/content/news/499)\u003cbr\u003e• [カプコン次世代ゲームエンジンの真実！　早くも「ロストプラネット2」のハイテクビジュアルの秘密を公開!!](https://game.watch.impress.co.jp/docs/series/3dcg/283112.html)\u003cbr\u003e\u003c/details\u003e|\n|Shadow of the Colossus|Japan Studio, Team Ico|Internal|2005|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Froyok's Blog](https://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2/page.html)\u003cbr\u003e• [DF Retro](https://www.youtube.com/watch?v=FAQjESB4WOk)\u003cbr\u003e\u003c/details\u003e|\n|Battlefield 2|DICE|Frostbite 2|2005|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Battlefield 2 Flag Sound](http://simonschreibt.de/gat/battlefield-2-flag-sound/)\u003cbr\u003e\u003c/details\u003e|\n|Doom 3|id Software|id Tech 4|2004|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Game Art Tricks](https://simonschreibt.de/gat/gat-doom-3-hdui/)\u003cbr\u003e• [Game Art Tricks](http://simonschreibt.de/gat/doom-3-volumetric-glow/)\u003cbr\u003e• [Source code review](https://fabiensanglard.net/doom3_bfg/)\u003cbr\u003e• [Vulkan Port](https://github.com/DustinHLand/vkDOOM3)\u003cbr\u003e• [The DOOM III Network Architecture](https://fabiensanglard.net/doom3_documentation/The-DOOM-III-Network-Architecture.pdf)\u003cbr\u003e\u003c/details\u003e|\n|World of Warcraft|Blizzard|Internal|2004|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [World of Warcraft Balloon](http://simonschreibt.de/gat/world-of-warcraft-balloon/)\u003cbr\u003e\u003c/details\u003e|\n|Far Cry|Crytek|Cry Engine|2004|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Far Cry and DX9](https://archive.org/download/crytek_presentations/GDC2005_FarCryAndDX9.ppt)\u003cbr\u003e\u003c/details\u003e|\n|Half-Life 2|Valve|Source|2004|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Valve's Design Process for Creating Half-Life 2.](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2006/GDC2006_HL2DesignProcess.pdf)\u003cbr\u003e• [Physical Gameplay in Half-Life 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2006/GDC2006_PhysicalGameplayInHL2.pdf)\u003cbr\u003e• [Half-Life 2 / Valve Source Shading](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf)\u003cbr\u003e\u003c/details\u003e|\n|EVE Online|CCP Games|Trinity|2003|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC](https://www.youtube.com/watch?v=RR0YTEEMLFg)\u003cbr\u003e\u003c/details\u003e|\n|Call of Duty|Infinity Ward, Treyarch, Sledgehammer Games, Raven Software|IW engine, Treyarch NGL|2003|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Automated Testing and Profiling for Call of Duty](https://www.youtube.com/watch?v=8d0wzyiikXM)\u003cbr\u003e• [Optimizing the UI’s CPU bound frame rate in Call of Duty](https://enginearchitecture.org/downloads/REAC_2024_ATVI.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Eve Online|CCP Games|Trinity|2003|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Benefits and Challenges of Supporting Third-Party Developers in Eve Online](https://www.youtube.com/watch?v=uS9BgDtQ5Rw)\u003cbr\u003e\u003c/details\u003e|\n|Zelda - Wind Waker|Nintendo EAD|Internal|2002|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Nathan Gordon's Blog](https://medium.com/@gordonnl/wind-waker-graphics-analysis-a0b575a31127)\u003cbr\u003e• [Soenke Seidel's Blog](https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy)\u003cbr\u003e• [Game Art Tricks](http://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/)\u003cbr\u003e• [Zelda Windwaker Textures Yay or Nay ?!](https://polycount.com/discussion/102634/zelda-windwaker-textures-yay-or-nay)\u003cbr\u003e• [Zelda: Wind waker Tech and Texture Analysis *picture heavy*](https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy)\u003cbr\u003e\u003c/details\u003e|\n|Divine Divinity|Larian Studios|Internal|2002|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Divine Divinity 2D Reflexion](http://simonschreibt.de/gat/divine-divinity-2d-reflexion/)\u003cbr\u003e\u003c/details\u003e|\n|Warcraft 3|Blizzard|Internal|2002|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Warcraft 3 Billboards](http://simonschreibt.de/gat/warcraft-3-billboards/)\u003cbr\u003e\u003c/details\u003e|\n|Halo|Bungie, 343 Industries|Slipspace Engine|2001|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective](https://www.youtube.com/watch?v=65_lBJbAxnk)\u003cbr\u003e\u003c/details\u003e|\n|Diablo 2|Blizzard North|Internal|2000|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Don't Starve \u0026 Diablo Parallax](http://simonschreibt.de/gat/dont-starve-diablo-parallax-7/)\u003cbr\u003e\u003c/details\u003e|\n|1nsane|Invictus Games|Internal|2000|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [1nsane Carpet 2 Repetitive Worlds](http://simonschreibt.de/gat/1nsane-carpet-2-repetitive-worlds/)\u003cbr\u003e\u003c/details\u003e|\n|Deus Ex|Ion Storm|UE1|2000|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Deus Ex Scanlines](http://simonschreibt.de/gat/deus-ex-scanlines/)\u003cbr\u003e• [Deus Ex Occlusion](http://simonschreibt.de/gat/deus-ex-occlusion/)\u003cbr\u003e\u003c/details\u003e|\n|Dungeon Keeper 2|Bullfrog|Internal|1999|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Wonky walls](https://simonschreibt.de/gat/dungeon-keeper-2-walls/)\u003cbr\u003e• [Grid-based lighting](https://www.reddit.com/r/gamedev/comments/hrz910/fake_lights_and_shadows_in_dungeon_keeper_2/)\u003cbr\u003e\u003c/details\u003e|\n|Age of EmpiresI\u0026II|Ensemble Studios|Genie|1999|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond](https://zoo.cs.yale.edu/classes/cs538/readings/papers/terrano_1500arch.pdf)\u003cbr\u003e\u003c/details\u003e|\n|MiMaze|Christophe DIOT and Laurent GAUTIER|Internal|1999|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Bucket Synchonization](https://www.cs.ubc.ca/~krasic/cpsc538a/papers/diot99distributed.pdf)\u003cbr\u003e\u003c/details\u003e|\n|Half-Life|Valve|GoldSrc|1998|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The Cabal: Valve’s Design Process For Creating Half-Life](https://web.archive.org/web/20170606025840/http://www.gamasutra.com/features/19991210/birdwell_01.htm)\u003cbr\u003e• [A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!](https://www.youtube.com/watch?v=BrRmQhaxtF4)\u003cbr\u003e\u003c/details\u003e|\n|GoldenEye 007|Rare|Internal|1997|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [DF Retro EX](https://www.youtube.com/watch?v=ZxuFc0VkxEw)\u003cbr\u003e\u003c/details\u003e|\n|Panzer Dragoon Series|Team Andromeda|Internal|1995|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Classic Game Postmortem](https://www.youtube.com/watch?v=gMOMsEmde-w)\u003cbr\u003e\u003c/details\u003e|\n|Super Mario Bros. 3|Nintendo|Source|1988|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Super Mario Bros. 3 - The Cutting Room Floor](https://tcrf.net/Super_Mario_Bros._3)\u003cbr\u003e\u003c/details\u003e|\n|Kid Icarus|Nintendo R\u0026D1|Internal|1986|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [Kid Icarus Tricks](http://simonschreibt.de/gat/kid-icarus-tricks/)\u003cbr\u003e\u003c/details\u003e|\n|FIFA|EA Vancouver|Frostbite|N/A|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [How FIFA Delivers Live Content to Users Fast](https://www.youtube.com/watch?v=YmNgREFUXh0)\u003cbr\u003e\u003c/details\u003e|\n|Path of Exile 2|Grinding Gear Games|Internal|N/A|\u003cdetails\u003e\u003csummary\u003eExpand\u003c/summary\u003e• [The rendering techniques of Path of Exile (Alexander Sannikov)](https://www.youtube.com/watch?v=B-ODrtmtpzM)\u003cbr\u003e\u003c/details\u003e|\n\n---\n\n## References\n* [Behind the Pretty Frames](https://mamoniem.com/category/behind-the-pretty-frames/)\n* [imgself's Blog](https://imgeself.github.io/posts/)\n* [Froyok's Blog](https://www.froyok.fr/articles.html)\n* [Anton Schreiner's Blog](https://aschrein.github.io/)\n* [Frame Analysis](https://alain.xyz/blog)\n* [The Code Corsair](https://www.elopezr.com/)\n* [Graphics Studies](https://www.adriancourreges.com/blog/)\n* [Silent's Blog](https://cookieplmonster.github.io/)\n* [Nathan Gordon's Blog](https://medium.com/@gordonnl)\n* [Thomas' Blog](https://blog.thomaspoulet.fr)\n* [IRYOKU's Blog](https://www.iryoku.com/)\n* [Game Art Tricks](https://simonschreibt.de/game-art-tricks/)\n* [The Cutting Room Floor](https://tcrf.net/The_Cutting_Room_Floor)\n* [Crytek Presentations](https://archive.org/download/crytek_presentations)\n* [r/TheMakingOfGames](https://www.reddit.com/r/TheMakingOfGames/)\n* [r/videogamescience](https://www.reddit.com/r/videogamescience/)\n* [GDC Vault](https://www.gdcvault.com/)\n* [GDC's Programming Talks](https://www.youtube.com/playlist?list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW)\n* [SIGGRAPH courses](https://advances.realtimerendering.com/)\n* [Guerrilla's News feed](https://www.guerrilla-games.com/read)\n* [Digital Foundry](https://www.digitalfoundry.net/)\n* [Anything about game](https://github.com/killop/anything_about_game/blob/master/FamousGame.md)\n* [CGWorld.jp](https://cgworld.jp/game/)\n* [Gaming Bolt](https://gamingbolt.com/category/graphics-analysis)\n* [80lv](https://80.lv/)\n* [Evan Hill's Blog](https://www.ehilldesign.com/)\n* [SQUARE ENIX Library](http://www.jp.square-enix.com/tech/publications.html)\n* [ExileCon 2019](https://www.youtube.com/playlist?list=PLt5SL2R19SuLYtQ4zvGExBhQTozFRn5z3)\n* [Open Source Game Clones](https://osgameclones.com/)\n* [Open source games list (OSGL)](https://trilarion.github.io/opensourcegames/index.html)\n* [Vegard Wiki](https://vegard.wiki/w/Frame_analysis)\n* [EA/Dice Slideshare](https://www.slideshare.net/DICEStudio/presentations)\n* [AMD Developer Central Slideshare](https://www.slideshare.net/DevCentralAMD/presentations)\n* [AMD Gpu Open](https://gpuopen.com/)\n* [Poly Count](https://polycount.com/)\n* [Bart Wronski's Blog](https://bartwronski.com/)\n* [Game Opedia](https://www.gameopedia.com/)\n* [CEDEC](https://cedil.cesa.or.jp/)\n* [B3D Forum](https://forum.beyond3d.com/)\n* [Naughty Dog's Presentations from GDC08](https://web.archive.org/web/20160312011838/http://www.naughtydog.com/site/post/presentations_from_game_developers_conference_2008)\n* [Valve's Publications](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/company/publications.html)\n* [Game Watch](https://game.watch.impress.co.jp/docs/series/3dcg/)\n* [MrElusive](https://www.mrelusive.com/publications/pubs_bytype.html)\n* [fabiensanglard](https://fabiensanglard.net/doom3_documentation/)\n* [Activision Tech Reports](https://research.activision.com/tech-reports)\n* [Activision Publications](https://research.activision.com/publications)\n* [Capcom R\u0026D (docswell)](https://www.docswell.com/user/CAPCOM_RandD)\n\n\n---\n\n## Contributing\n\n\u003c!-- ALL-CONTRIBUTORS-LIST:START - Do not remove or modify this section --\u003e\n\n | \u003ca href=\"https://github.com/K1ngst0m\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/34272057?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003eK1ngst0m\u003c/sub\u003e\u003c/a\u003e | \u003ca href=\"https://github.com/RTM945\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/8003484?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003eRTM945\u003c/sub\u003e\u003c/a\u003e | \u003ca href=\"https://github.com/wyryyds\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/96603553?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003ewyryyds\u003c/sub\u003e\u003c/a\u003e | \u003ca href=\"https://github.com/Trass3r\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/404623?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003eTrass3r\u003c/sub\u003e\u003c/a\u003e | \u003ca href=\"https://github.com/Chaphlagical\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/35370033?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003eChaphlagical\u003c/sub\u003e\u003c/a\u003e | \n| :---: | :---: | :---: | :---: | :---: |\n | \u003ca href=\"https://github.com/1961629480\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/90666068?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003e1961629480\u003c/sub\u003e\u003c/a\u003e | \u003ca href=\"https://github.com/WeebOwO\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/50624245?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003eWeebOwO\u003c/sub\u003e\u003c/a\u003e | \u003ca href=\"https://github.com/irimsky\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/42032614?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003eirimsky\u003c/sub\u003e\u003c/a\u003e | \u003ca href=\"https://github.com/manhua-man\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/67098894?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003emanhua-man\u003c/sub\u003e\u003c/a\u003e | \u003ca href=\"https://github.com/rubyKC\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/40796075?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003erubyKC\u003c/sub\u003e\u003c/a\u003e | \n | \u003ca href=\"https://github.com/mingshi2333\"\u003e\u003cimg src=\"https://avatars.githubusercontent.com/u/39061799?v=4\" width=\"50px\" /\u003e\u003cbr /\u003e\u003csub\u003emingshi2333\u003c/sub\u003e\u003c/a\u003e | \n\u003c!-- ALL-CONTRIBUTORS-LIST:END --\u003e\n","projects_url":"https://awesome.ecosyste.ms/api/v1/lists/otfcg%2Fawesome-game-analysis/projects"}