Awesome-Game-Analysis
a comprehensive collection of video game tech analysis resources
https://github.com/OTFCG/Awesome-Game-Analysis
Last synced: 24 days ago
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Analysis - Games
- How Northlight makes Alan Wake 2 shine - northlight-openusd-content-workflows)• Northlight in 2023• A Deep Dive into Path Tracing Technology• GPU driven Rendering with Mesh Shaders in Alan Wake 2|
- DF Tech Review - graphics-analysis-xbox-series-x-vs-pc-comparison-and-more)• A Reddit user's tech analysis• Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX|
- 3D Toon Rendering in 'Hi-Fi RUSH' - hifirush01.html)• CGWorldJP: Background/Lighting|
- Behind the Pretty Frames - us/diablo4/23964183/peeling-back-the-varnish-the-graphics-of-diablo-iv)• Developers talk ray tracing• Ray Tracing in Diablo IV|
- Shadow Techniques from Final Fantasy XVI - Time Graphics](https://www.youtube.com/watch?v=ItwtpX1SFcA)• The DF Tech Review• GamingBolt Tech Analysis|
- PS5 vs Xbox Series X/S vs PC – Ray Tracing
- Company of Heroes 3 - From PC to Consoles
- DF Tech Review
- Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown
- DF Tech Review
- DF Tech Review - hifirush01.html)• CGWorldJP: Background/Lighting|
- Remnant 2 review – a war across worlds
- DF Tech Review - Graphics Analysis + Optimised Settings
- IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE
- Behind the Pretty Frames - 2023-ray-tracing-comes-to-elden-ring-ps5-series-x-pc)|
- 【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
- 'God of War Ragnarok's' Visual Scripting Solution - Time Neural Texture Upsampling in 'God of War Ragnarök'](https://sms.playstation.com/media/documents/GOWR_Neural_Image_Upsampling_Zhou_Xuanyi_GDC23.pdf)• A Deep Dive Into God of War Ragnarök's User Interface|
- Architecting Jolt Physics For Horizon Forbidden West - games.com/read/adventures-with-deferred-texturing-in-horizon-forbidden-west)• Building Machines For A Better Future In Horizon• Space-Efficient Content Packaging• Scaling Tools For Millions of Assets• Creating The Many Faces of Horizon Forbidden West• CEDEC 2019 - Making Tools for Big Games• SIGGRAPH 2022 Real-Time Live• The Cinematics of 'Horizon Forbidden West'• Building Machines for a Better Future in 'Horizon'• Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'|
- Case Study: Creating Realistic Facial Motion for 'The Quarry'
- DF Tech Review
- How FatShark constructed their central asset pipeline with Simplygon
- DF Tech Review
- Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation
- SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx
- One Frame in 'Halo Infinite'
- DF Tech Analysis - Overview-of-the-Diablo)|
- Knockout City's Parallel Play
- How Parameters Drive the Particle Effects of 'Forza Horizon 5'
- Can We Do It with Particles?: VFX Learnings from 'Returnal'
- Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart' - 2023-df-weekly-how-will-ratchet-and-clank-pc-handle-the-ps5s-ssd-requirement)|
- Simulating Tropical Weather in 'Far Cry 6'
- Dreamscaper: Killer Combat on an Indie Budget
- 'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology
- birth-of-dyson-sphere - sphere-devlog-2](https://indienova.com/indie-game-development/dyson-sphere-devlog-2/)• dyson-sphere-devlog-3• dyson-sphere-devlog-4|
- c0de517e - analysis-cyberpunk-2077)• Shader Execution Reordering• Tech Focus: Cyberpunk 2077 RT Overdrive• Overdrive Technology Preview on RTX 4090|
- Simon Coenen's Blog
- The Code Corsair
- Frame Teardown
- 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 - US/developer-interviews/how-square-enix-leveraged-unreal-engine-to-modernize-final-fantasy-vii-remake)|
- Blowing from the West: Simulating Wind in 'Ghost of Tsushima' - shading-course/patry/slides/)|
- The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
- Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'
- An Explosive New Spider-Man: Creating VFX for Miles Morales - Time Cloth Solutions on 'Marvel's Spider-Man'](https://www.youtube.com/watch?v=kGvqlLlZUis)|
- Crafting an Interactive Guitar - naughty-dog-created-the-immersive-world-of-the-last-of-us-part-ii/)• The Museum Level Design• The Chalet Level Design• The Overlook Level Design• Dialogue Scripting Level Design• Finding Strings Level Design• Breathing Life Into 'The Last of Us': Part I and II|
- 80lv's Interview
- Thomas @ Stylized Station's Twitter thread
- Behind the Pretty Frames - 2020-death-stranding-pc-tech-review)• DF Performance Analysis|
- Behind the Pretty Frames
- Anton Schreiner's Blog - about-the-rendering-of-metro-exodus/)|
- Frame Analysis
- Frame Analysis
- Dissecting A Plague Tale: Innocence - plague-tale-innocence-graphics-analysis-one-of-the-best-looking-games-of-this-gen)|
- Analysis of Water Effects
- Handling Network Latency Variation in Call of Duty: Modern Warfare - Network-Latency-Variation-in)|
- The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
- Squad Coordination in Days Gone - bend-screen-space-shadows/)|
- Paint It Black: The Art of 'Sea of Solitude'
- Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
- Game Server Performance on Tom Clancy's The Division 2
- What Cause Lag in Super Mario Maker 2's Online
- 80lv's Interview
- Raising Atreus for Battle in God of War - the-pretty-frames-god-of-war/)|
- imgeself's Blog - HTvoBi0Iw&t=7100s)|
- The Code Corsair
- Thomas' Blog
- Shadows of the Tomb Raider
- Adaptive Clothing System in Kingdom Come: Deliverance
- Social Depth of Location-Based Play in 'The Walking Dead: Our World'
- Building a Mixing Sandbox for 'Just Cause 4'
- Automated Testing of Gameplay Features in 'Sea of Thieves'
- Making 'Tetris Effect'-ive
- AI for Testing: The Development of Bots that Play Battlefield V - Traced Reflections in Battlefield V](https://www.youtube.com/watch?v=ncUNLDQZMzQ)|
- Marvel's Spider-Man: Procedural Lighting Tools - Man AI Postmortem](https://www.youtube.com/watch?v=LxWq65CZBU8)• Marvel's Spider-Man: A Technical Postmortem|
- Content Fueled Gameplay Programming in Frostpunk
- Taming Technologies Behind Astro Bot Rescue Mission
- Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
- The Lighting Technology of Detroit: Become Human
- Water Rendering in Far Cry 5
- Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata
- The Rendering of Below
- DF Tech Complete Analysis - of-the-colossus-bluepoint-tech-interview)• DF's Article• Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective|
- DF Tech Analysis - traveler-pc-vs-switch-graphics-comparison-60fps-and-4k-unleashed)• Unreal Fest Europe 2019|
- GDC 2018: Physically Inspired Shading in 'Destiny 2' - Destiny-Shader)|
- Frame Analysis - RTX
- A frame of Slime Rancher
- Divine Fire: A deep dive into the VFX
- Battlefront II Layered Explosion - precomputedgiobalilluminationinfrostbite.pdf)|
- The Bling-Bling Offset
- Stylized VFX in RIME
- Middle-earth: Shadow of War
- MORTIS 101: 'FAITH's' Horror Design Toolkit
- Virtual Insanity: Meta AI on Assassin's Creed: Origins
- 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
- 80lv's Interview - Based Run-Time Procedural Placement in Horizon: Zero Dawn](https://www.youtube.com/watch?v=ToCozpl1sYY)• Horizon Zero Dawn: A QA Open World Case Study• Creating a Tools Pipeline for Horizon: Zero Dawn• Streaming the World of Horizon Zero Dawn• Nubis: RealTime Volumetric Cloudscapes In A Nutshell• Horizon Zero Dawn: A Game Design Postmortem• Creating New AI Systems• Decima Engine: Visibility|
- Deterministic vs. Replicated AI: Building the Battlefield of For Honor - Driven Dynamic Gameplay Effects on For Honor](https://www.youtube.com/watch?v=JgSvuSaXs3E)|
- 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
- Making Night in the Woods Better with Open Source
- RE Engine Analysis
- Datamining New Splatoon 2 Maps - in-depth-look-at-the-splatoon-2-ranking-system/)• Netcode and Matchmaking• How Does the Region Lock Work• The Mechanics of Clam Blitz|
- Game Tech Overview
- Digital Humans: Crossing the Uncanny Valley in UE4
- The Devil is in the details - 2016-graphics-study/)• DF Interview• Bringing Hell to Life: AI and Full Body Animation in DOOM• GamesBeat Interview• DSOGaming Interview• QuakeCon P1• QuakeCon P2|
- Alain Galvan's Blog - The Elusive Goal: Play by Sound](https://www.youtube.com/watch?v=zF_jcrTCMsA)|
- Kosmonaut's Blog
- The Witness Frame Part 1
- Dark Maus: Topdown Trees
- GDC Vault Gears of War 4
- The VFX Process Behind 'Battleborn'
- Triage on the Front Line: Improving Mafia III AI in a Live Product
- Eos is Alive: The AI Systems of Final Fantasy XV - AI Auto-Snapshots Your Adventure in FFXV](https://www.youtube.com/watch?v=ictRlPZQCZI)• 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• 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~• Rendering Techniques of Final Fantasy XV• Physics Simulation R&D at Square Enix• 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~• 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)• 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)• 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~|
- Character Pipeline and Customization System for Far Cry Primal
- Replicating Chaos: Vehicle Replication in Watch Dogs 2
- Efficient Texture Streaming in Titanfall 2
- The Science of Off-Roading: Uncharted 4's 4x4
- Taking Back What's Ours: The AI of Dishonored 2
- Global Illumination in Tom Clancy's The Division
- Forging The River in The Flame in The Flood
- Temporal Reprojection Anti-Aliasing in INSIDE
- Creating Complex AI Behavior in Stellaris Through Data-Driven Design
- Siege Battle AI in Total War: Warhammer
- Continuous World Generation in No Man's Sky
- Mateusz's Blog - Witcher-3-on-the)|
- Graphics Study - Through-the-Eyes-of)• DigitalFoundry Tech Analysis• NVIDIA Performance Guide|
- The Code Corsair
- Fixing attempts for Yakuza 0
- A Frame of Waves 2
- Unmasking Arkham Knight
- Game Art Tricks - 4-the-mushroom-case/)|
- Assassin's Creed Syndicate: London Wasn't Built in a Day - Assassin-s-Creed-Syndicate)• What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate|
- Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud' - to-End Procedural Generation in Caves of Qud](https://www.youtube.com/watch?v=jV-DZqdKlnE)|
- Geometry Caching Optimizations in Halo 5: Guardians
- Tree's Company: Systemic AI Design in Just Cause 3
- Rocket League: Language Ban System Postmortem
- Rendering Rainbow Six Siege
- Fighting Latency on Call of Duty: Black Ops III
- Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015) - Made in 2015, Still Stunning Today](https://www.youtube.com/watch?v=QJm0wreAOK0)• RAD_SIGGRAPH_2015_Character_embed.pptx|
- The Code Corsair
- The Code Corsair
- Next Generation Post Processing
- Alien vs Wolfenstein: Cutting Torch
- Adventure Capitalist Postmortem or
- Adaptive Virtual Texture Rendering - Optimizing Key Parts of the Dunia Pipeline](https://www.youtube.com/watch?v=AhmlFG1u1wE)|
- The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year
- Massive Crowd on Assassin's Creed Unity: AI Recycling
- Extreme SIMD: Optimized Collision Detection in Titanfall
- Tools-Based Rigging in Bungie's Destiny
- Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)
- Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline
- Getting Inquisitive About the AI of Dragon Age Inquisition
- Yandere Simulator Complete Source Code Analysis - Code Review
- Game Art Tricks: Underestimated Glow - v-wormy-fountain/)• Graphics Study• NVIDIA Performance Guide|
- Game Art Tricks
- Black Flag Waterplane - supersampling-pt-2-ssao-demonstration/)• GameDev's Tech Talk• FxGuide's Article• Gamer Nexus's Graphics Analysis• Tech Demo• GDC 2014: Road to next-gen graphics• NVIDIA's Graphics & Performance Guide|
- Don't Starve & Diablo Parallax
- Tomb Raider Lara's Hot Secrets - media-viewer/?type=DOCUMENT&profileId=ACoAAAAGU30Bo2akEMGwNg-C9yHq2Lrtt3NGvPU)|
- BioShock Infinite Lighting
- Dead Space 3 Diffuse Reflections
- Metal Gear Rising Slicing
- Lighting Technology of The Last Of Us - Aware Character Dialog System](https://www.gdcvault.com/play/1020386/A-Context-Aware-Character-Dialog)• The Motion Capture Pipeline of The Last of Us• Parallelizing the Naughty Dog Engine Using Fibers|
- Rendering Battlefield 4 with Mantle by Yuriy ODonnell
- Crafting the world of Crysis
- Modeling AI Perception and Awareness in Splinter Cell: Blacklist
- Capturing Reality: Gathering Reference for Forza Motorsport 5
- Designing AI for Killer Instinct
- Procedural World Generation in Path of Exile - Creating Game Effects in Path of Exile](https://www.youtube.com/watch?v=KxXJn1DOuzw)|
- Game Art Tricks - 3-trees/)• Game Art Tricks• Game Art Tricks|
- 007 Legends The World
- Assassins Creed 3 Bouncing Light - creed-3-lod-blending/)• Rendering Assassin's Creed III|
- Creating the AI for the Characters of Hitman: Absolution
- A Different Approach for Continuous Physics in Ghost Recon Future Soldier
- Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'
- Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive - Strike: Global Offensive Economy](https://web.archive.org/web/20170606025840/http://media.steampowered.com/apps/valve/2014/gdc_2014_grimes_csgo_econ_content.pdf)|
- Web Page - enix.com/tech/library/pdf/SiggraphAsia2014_simulation.pdf)|
- Sand Rendering in Journey
- Froyok's Blog
- Graphics Study - twvideo01.s3.amazonaws.com/o1/vault/gdc2012/slides/Programming%20Track/DeSmedt_Matthijs_Deus%20Ex%20Is.pdf)• Reimagining a Classic: The Design• Building the Story-driven Experience• Game Art Tricks: Alpha Terrain|
- Binding of Isaac Composition
- Culling the Battlefield: Data Oriented Design in Practice - 11-rendering-in-battlefield-3)|
- Crysis 2 Multiplayer: A Programmer's Postmortem
- Supercharged! Vehicle Physics in Skylanders
- Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.
- Morphological Antialiasing - on-god-of-war-iii-antialiasing/)• DF article• Sig 2019: Interactive Wind and Vegetation• Playtesting 'God of War'• Evolving Combat in 'God of War' for a New Perspective• Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'• Disintegrating Meshes with Particles in 'God of War'• Wind Simulation in God of War|
- Hat vs Hair
- Starcraft 2 Localization
- Battlefield Bad Company 2 Smoke Column
- CityVille: Lessons Learned & Tools Used
- 1000s of Zombies, 1000s of Problems, 1000s of Dollars
- Advanced Material
- Building Game UI with Scaleform
- Bringing Replays to World of Tanks: Mercenaries
- AI & Animation in Assassin's Creed Brotherhood
- I Shot You First: Networking the Gameplay of Halo: Reach
- ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
- Froyok's Blog
- Left 4 Dead 2 Puke
- Building the Chat Service for League of Legends - down-lol-graphics-pipeline)• Performance analysis in esports part 1|
- Forza Motorsport 3 Audio Design
- Building a Dynamic Lighting Engine
- Connecting Players and Franchise Across Console Generations in the Dragon Age Keep
- The Terrain of Halo Wars