Ecosyste.ms: Awesome
An open API service indexing awesome lists of open source software.
Awesome-Game-Analysis
a comprehensive collection of video game tech analysis resources
https://github.com/OTFCG/Awesome-Game-Analysis
Last synced: 1 day ago
JSON representation
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Analysis - Games
- PC Optimization Journey
- Is Rendering Still Evolving? - RE2023)<br></details>|
- DF Tech Review - hifirush01.html)<br>• [CGWorldJP: Background/Lighting](https://cgworld.jp/article/202306-hifirush02.html)<br></details>|
- Remnant 2 review – a war across worlds
- DF Tech Review - Graphics Analysis + Optimised Settings
- 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
- Behind the Pretty Frames - 2023-ray-tracing-comes-to-elden-ring-ps5-series-x-pc)<br></details>|
- 【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
- Shadow Techniques from Final Fantasy XVI - Time Graphics](https://www.youtube.com/watch?v=ItwtpX1SFcA)<br>• [The DF Tech Review](https://www.eurogamer.net/digitalfoundry-2023-final-fantasy-16-as-close-to-flawless-as-weve-seen-in-a-long-time)<br>• [GamingBolt Tech Analysis](https://gamingbolt.com/final-fantasy-16-ps5-graphics-analysis-a-generational-leap)<br></details>|
- IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE
- Architecting Jolt Physics For Horizon Forbidden West - games.com/read/adventures-with-deferred-texturing-in-horizon-forbidden-west)<br>• [Building Machines For A Better Future In Horizon](https://www.guerrilla-games.com/read/building-machines-for-a-better-future-in-horizon)<br>• [Space-Efficient Content Packaging](https://www.guerrilla-games.com/read/space-efficient-content-packaging-for-horizon-forbidden-west)<br>• [Scaling Tools For Millions of Assets](https://www.guerrilla-games.com/read/scaling-tools-for-millions-of-assets-for-horizon-forbidden-west)<br>• [Creating The Many Faces of Horizon Forbidden West](https://www.guerrilla-games.com/read/creating-the-many-faces-of-horizon-forbidden-west)<br>• [CEDEC 2019 - Making Tools for Big Games](https://d3d3g8mu99pzk9.cloudfront.net/MichielVanDerLeeuw/CEDEC%202019%20-%20Making%20Tools%20for%20Big%20Games.pdf)<br>• [SIGGRAPH 2022 Real-Time Live](https://www.youtube.com/watch?v=MAXJWEoKbxY&t=357s)<br>• [The Cinematics of 'Horizon Forbidden West'](https://www.youtube.com/watch?v=gSzOv4e1ej4&list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW&index=2)<br>• [Building Machines for a Better Future in 'Horizon'](https://www.youtube.com/watch?v=dr17S0I_h78)<br>• [Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'](https://www.youtube.com/watch?v=KxcXUYx3eLQ)<br></details>|
- Case Study: Creating Realistic Facial Motion for 'The Quarry'
- DF Tech Review
- DF Tech Review - graphics-analysis-xbox-series-x-vs-pc-comparison-and-more)<br>• [A Reddit user's tech analysis](https://www.reddit.com/r/Starfield/comments/15o9pvz/oc_an_enthusiasts_perspective_on_starfields_tech/)<br>• [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/)<br></details>|
- 3D Toon Rendering in 'Hi-Fi RUSH'
- c0de517e - analysis-cyberpunk-2077)<br>• [Shader Execution Reordering](https://chipsandcheese.com/2023/05/16/shader-execution-reordering-nvidia-tackles-divergence/)<br>• [Tech Focus: Cyberpunk 2077 RT Overdrive](https://www.youtube.com/watch?v=vigxRma2EPA)<br>• [Overdrive Technology Preview on RTX 4090](https://www.youtube.com/watch?v=I-ORt8313Og)<br></details>|
- 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)<br></details>|
- Blowing from the West: Simulating Wind in 'Ghost of Tsushima' - shading-course/patry/slides/)<br></details>|
- 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)<br></details>|
- Crafting an Interactive Guitar - naughty-dog-created-the-immersive-world-of-the-last-of-us-part-ii/)<br>• [The Museum Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-museum)<br>• [The Chalet Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-chalet)<br>• [The Overlook Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-overlook)<br>• [Dialogue Scripting Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/dialogue-scripting)<br>• [Finding Strings Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/finding-strings)<br>• [Breathing Life Into 'The Last of Us': Part I and II](https://www.youtube.com/watch?v=8PEcUX4HA8Q)<br></details>|
- 80lv's Interview
- '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)<br>• [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/)<br></details>|
- 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)<br></details>|
- 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)<br></details>|
- 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/)<br>• [dyson-sphere-devlog-3](https://indienova.com/indie-game-news/dyson-sphere-devlog-3/)<br>• [dyson-sphere-devlog-4](https://indienova.com/indie-game-development/dyson-sphere-devlog-4/)<br></details>|
- Thomas @ Stylized Station's Twitter thread
- Behind the Pretty Frames - 2020-death-stranding-pc-tech-review)<br>• [DF Performance Analysis](https://www.eurogamer.net/digitalfoundry-2019-death-stranding-ps4-ps4-pro-performance-analysis)<br></details>|
- Behind the Pretty Frames
- Anton Schreiner's Blog - about-the-rendering-of-metro-exodus/)<br></details>|
- Frame Analysis
- Frame Analysis
- Dissecting A Plague Tale: Innocence - plague-tale-innocence-graphics-analysis-one-of-the-best-looking-games-of-this-gen)<br></details>|
- Analysis of Water Effects
- The Code Corsair
- The Code Corsair
- Handling Network Latency Variation in Call of Duty: Modern Warfare - Network-Latency-Variation-in)<br></details>|
- The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
- Squad Coordination in Days Gone - bend-screen-space-shadows/)<br></details>|
- 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
- DF Tech Analysis - traveler-pc-vs-switch-graphics-comparison-60fps-and-4k-unleashed)<br>• [Unreal Fest Europe 2019](https://www.youtube.com/watch?v=K6wW0pO08LE)<br></details>|
- Raising Atreus for Battle in God of War - the-pretty-frames-god-of-war/)<br></details>|
- imgeself's Blog - HTvoBi0Iw&t=7100s)<br></details>|
- The Code Corsair
- Thomas' Blog
- AI for Testing: The Development of Bots that Play Battlefield V - Traced Reflections in Battlefield V](https://www.youtube.com/watch?v=ncUNLDQZMzQ)<br></details>|
- Marvel's Spider-Man: Procedural Lighting Tools - Man AI Postmortem](https://www.youtube.com/watch?v=LxWq65CZBU8)<br>• [Marvel's Spider-Man: A Technical Postmortem](https://www.youtube.com/watch?v=KDhKyIZd3O8)<br></details>|
- 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
- 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
- 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
- DF Tech Complete Analysis - of-the-colossus-bluepoint-tech-interview)<br>• [DF's Article](https://www.eurogamer.net/digitalfoundry-2018-shadow-of-the-colossus-tech-analysis)<br>• [Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective](https://www.youtube.com/watch?v=fcBZEZWGYek)<br></details>|
- GDC 2018: Physically Inspired Shading in 'Destiny 2' - Destiny-Shader)<br></details>|
- Frame Analysis - RTX
- Battlefront II Layered Explosion - precomputedgiobalilluminationinfrostbite.pdf)<br></details>|
- A frame of Slime Rancher
- Divine Fire: A deep dive into the VFX
- GDC Vault Gears of War 4
- The VFX Process Behind 'Battleborn'
- 80lv's Interview - Based Run-Time Procedural Placement in Horizon: Zero Dawn](https://www.youtube.com/watch?v=ToCozpl1sYY)<br>• [Horizon Zero Dawn: A QA Open World Case Study](https://www.youtube.com/watch?v=2VDlX3Dqm0w)<br>• [Creating a Tools Pipeline for Horizon: Zero Dawn](https://www.youtube.com/watch?v=KRJkBxKv1VM)<br>• [Streaming the World of Horizon Zero Dawn](https://www.guerrilla-games.com/read/Streaming-the-World-of-Horizon-Zero-Dawn)<br>• [Nubis: RealTime Volumetric Cloudscapes In A Nutshell](https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell)<br>• [Horizon Zero Dawn: A Game Design Postmortem](https://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem)<br>• [Creating New AI Systems](https://www.guerrilla-games.com/read/beyond-killzone-creating-new-ai-systems-for-horizon-zero-dawn)<br>• [Decima Engine: Visibility](https://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn)<br></details>|
- Deterministic vs. Replicated AI: Building the Battlefield of For Honor - Driven Dynamic Gameplay Effects on For Honor](https://www.youtube.com/watch?v=JgSvuSaXs3E)<br></details>|
- 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/)<br>• [Netcode and Matchmaking](https://oatmealdome.me/blog/splatoon-2s-netcode-an-in-depth-look/)<br>• [How Does the Region Lock Work](https://oatmealdome.me/blog/how-does-the-splatoon-2-region-lock-work/)<br>• [The Mechanics of Clam Blitz](https://oatmealdome.me/blog/the-mechanics-of-clam-blitz/)<br></details>|
- Game Tech Overview
- Digital Humans: Crossing the Uncanny Valley in UE4
- The Devil is in the details - 2016-graphics-study/)<br>• [DF Interview](https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview)<br>• [Bringing Hell to Life: AI and Full Body Animation in DOOM](https://www.youtube.com/watch?v=3lO1q8mQrrg)<br>• [GamesBeat Interview](https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/)<br>• [DSOGaming Interview](https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/)<br>• [QuakeCon P1](https://www.twitch.tv/videos/81946710)<br>• [QuakeCon P2](https://www.twitch.tv/videos/81950107)<br></details>|
- Alain Galvan's Blog - The Elusive Goal: Play by Sound](https://www.youtube.com/watch?v=zF_jcrTCMsA)<br></details>|
- Kosmonaut's Blog
- The Witness Frame Part 1
- Dark Maus: Topdown Trees
- 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)<br>• [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)<br>• [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)<br>• [Rendering Techniques of Final Fantasy XV](http://www.jp.square-enix.com/tech/library/pdf/s16_final.pdf)<br>• [Physics Simulation R&D at Square Enix](http://www.jp.square-enix.com/tech/library/pdf/SA2015_slides.pdf)<br>• [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)<br>• [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)<br>• [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)<br>• [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)<br></details>|
- 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)<br></details>|
- Graphics Study - Through-the-Eyes-of)<br>• [DigitalFoundry Tech Analysis](https://www.eurogamer.net/digitalfoundry-tech-analysis-mgs5-fox-engine)<br>• [NVIDIA Performance Guide](https://www.nvidia.com/en-us/geforce/news/metal-gear-solid-v-the-phantom-pain-graphics-and-performance-guide/)<br></details>|
- The Code Corsair
- Fixing attempts for Yakuza 0
- A Frame of Waves 2
- Unmasking Arkham Knight
- Game Art Tricks - 4-the-mushroom-case/)<br></details>|
- Assassin's Creed Syndicate: London Wasn't Built in a Day - Assassin-s-Creed-Syndicate)<br>• [What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate](https://www.youtube.com/watch?v=tB88gTpdk48)<br></details>|
- 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)<br></details>|
- 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)<br>• [RAD_SIGGRAPH_2015_Character_embed.pptx](https://readyatdawn.com/share_file/Public_Presentations/SIGGRAPH_2015/RAD_SIGGRAPH_2015_Character_embed.pptx)<br></details>|
- Froyok's Blog
- Left 4 Dead 2 Puke
- Building the Chat Service for League of Legends - down-lol-graphics-pipeline)<br>• [Performance analysis in esports part 1](https://files.osf.io/v1/resources/sm3nj/providers/osfstorage/5d9d8304a7bc73000ce81d40?action=download&direct&version=2)<br></details>|
- 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
- Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
- Game Art Tricks
- DCS Frame Analysis
- 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)<br></details>|
- 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/)<br>• [Graphics Study](https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/)<br>• [NVIDIA Performance Guide](https://www.nvidia.com/en-us/geforce/news/grand-theft-auto-v-pc-graphics-and-performance-guide/)<br></details>|
- Game Art Tricks
- Black Flag Waterplane - supersampling-pt-2-ssao-demonstration/)<br>• [GameDev's Tech Talk](http://www.gamedev.net/topic/652966-assassins-creed-iv-black-flag-ocean-technology-talk/)<br>• [FxGuide's Article](https://www.fxguide.com/featured/5-things-you-need-to-know-about-the-tech-of-assassins-creed-iv-black-flag/)<br>• [Gamer Nexus's Graphics Analysis](http://www.gamersnexus.net/gg/1205-assassins-creed-4-black-flag-graphics-analysis)<br>• [Tech Demo](https://www.youtube.com/watch?app=desktop&v=SMTj3J4H6Gk&t=1m37s)<br>• [GDC 2014: Road to next-gen graphics](https://bartwronski.files.wordpress.com/2014/03/ac4_gdc.pdf)<br>• [NVIDIA's Graphics & Performance Guide](https://www.nvidia.com/en-us/geforce/news/assassins-creed-iv-black-flag-graphics-and-performance-guide/)<br></details>|
- Don't Starve & Diablo Parallax
- Tomb Raider Lara's Hot Secrets - media-viewer/?type=DOCUMENT&profileId=ACoAAAAGU30Bo2akEMGwNg-C9yHq2Lrtt3NGvPU)<br></details>|
- 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)<br>• [The Motion Capture Pipeline of The Last of Us](https://www.youtube.com/watch?v=2GoDlM1Z7BU)<br>• [Parallelizing the Naughty Dog Engine Using Fibers](https://www.gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine)<br></details>|
- 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)<br></details>|
- Game Art Tricks - 3-trees/)<br>• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-resource-bubbles/)<br>• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-the-sacred-spiderweb/)<br></details>|
- 007 Legends The World
- Assassins Creed 3 Bouncing Light - creed-3-lod-blending/)<br>• [Rendering Assassin's Creed III](https://www.gdcvault.com/play/1017710/Rendering-Assassin-s-Creed)<br></details>|
- 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)<br></details>|
- Web Page - enix.com/tech/library/pdf/SiggraphAsia2014_simulation.pdf)<br></details>|
- 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)<br>• [Reimagining a Classic: The Design](https://gdcvault.com/play/1015489/Reimagining-a-Classic-The-Design)<br>• [Building the Story-driven Experience](https://www.gdcvault.com/play/1015027/Building-the-Story-driven-Experience)<br>• [Game Art Tricks: Alpha Terrain](https://simonschreibt.de/gat/deus-ex-alpha-terrain/)<br></details>|
- Binding of Isaac Composition
- Culling the Battlefield: Data Oriented Design in Practice - 11-rendering-in-battlefield-3)<br></details>|
- 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/)<br>• [DF article](https://www.eurogamer.net/digitalfoundry-mlaa-360-pc-article)<br>• [Sig 2019: Interactive Wind and Vegetation](https://www.youtube.com/watch?v=9-HTvoBi0Iw&t=145s)<br>• [Playtesting 'God of War'](https://www.youtube.com/watch?v=Zr4u5Kf_CT4)<br>• [Evolving Combat in 'God of War' for a New Perspective](https://www.youtube.com/watch?v=hE5tWF-Ou2k)<br>• [Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'](https://www.youtube.com/watch?v=MNinZWlhprE)<br>• [Disintegrating Meshes with Particles in 'God of War'](https://www.youtube.com/watch?v=ajNSrTprWsg)<br>• [Wind Simulation in God of War](https://www.youtube.com/watch?v=dDgyBKkSf7A)<br></details>|
- 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
- Henrikgdc09 Compat - compat)<br></details>|
- Burning Map Effect in Sacred 2 - 2-pulse-shader/)<br>• [Crystal Reflection in Sacred 2](http://simonschreibt.de/gat/sacred-2-crystal-reflexion/)<br>• [Sacred 2 Fake Mirror](http://simonschreibt.de/gat/sacred-2-fake-mirror/)<br></details>|
- Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
- The AI Systems of Left 4 Dead
- GDC: Cinematic Next-Generation Action NARUTO
- Lighting Research at Bungie
- Supreme Commander Graphics Study - _/_Texturemaps_with_image_editing_tools)<br>• [GameSpot's article](http://web.archive.org/web/20070807085133/http://www.gamespot.com/features/totalstory/)<br></details>|
- Oblivion Territory Tree vs Palm
- Bioshock Glossiness
- Crysis Next Gen Effects
- GPU Gems2: Chapter 9
- Lessons learned porting Team Fortress 2 to Virtual Reality. - 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)<br>• [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)<br>• [Illustrative Rendering in Team Fortress 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf)<br></details>|
- Integrating Narrative and Design: A Portal Post-Mortem
- Behind the Pretty Frames - us/diablo4/23964183/peeling-back-the-varnish-the-graphics-of-diablo-iv)<br>• [Developers talk ray tracing](https://www.shacknews.com/article/115065/diablo-4-developers-talk-ray-tracing-an-all-new-game-engine)<br></details>|
- How Northlight makes Alan Wake 2 shine - northlight-openusd-content-workflows)<br>• [Northlight in 2023](https://www.remedygames.com/article/northlight-in-2023)<br>• [A Deep Dive into Path Tracing Technology](https://www.nvidia.com/en-us/on-demand/session/gdc24-gdc1003)<br>• [GPU driven Rendering with Mesh Shaders in Alan Wake 2](https://www.youtube.com/watch?v=EtX7WnFhxtQ)<br></details>|
- Technical Breakdown
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