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a comprehensive collection of video game tech analysis resources
https://github.com/OTFCG/Awesome-Game-Analysis

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a comprehensive collection of video game tech analysis resources

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README

        

# Awesome Game Analysis [![Awesome](https://awesome.re/badge.svg)](https://awesome.re)

[](https://github.com/OTFCG/Awesome-Game-Analysis)

> This repository serves as a comprehensive collection of video game technology analysis resources.

We 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.

**Contributing:**
If 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.

**Important:**
In order to maintain the structure of this repository, please don't directly make changes to the `README.md` file.

## Contents

* [Analysis - Games](#analysis---games)
* [References](#references)

---

## Analysis - Games
|Game|Developer|Engine|Year|Analysis|
|:---|:---|:---|:---|:---|
|Alan Wake 2|Remedy|Northlight|2023|Expand• [How Northlight makes Alan Wake 2 shine](https://www.remedygames.com/article/how-northlight-makes-alan-wake-2-shine)
• [Developing Northlight: OpenUSD content workflows](https://www.remedygames.com/article/developing-northlight-openusd-content-workflows)
• [Northlight in 2023](https://www.remedygames.com/article/northlight-in-2023)
• [A Deep Dive into Path Tracing Technology](https://www.nvidia.com/en-us/on-demand/session/gdc24-gdc1003)
|
|Starfield|Bethesda|Creation Engine 2|2023|Expand• [DF Tech Review](https://www.eurogamer.net/digitalfoundry-2023-starfield-the-digital-foundry-tech-review)
• [Gaming Bolt Graphics Analysis](https://gamingbolt.com/starfield-graphics-analysis-xbox-series-x-vs-pc-comparison-and-more)
• [A Reddit user's tech analysis](https://www.reddit.com/r/Starfield/comments/15o9pvz/oc_an_enthusiasts_perspective_on_starfields_tech/)
• [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/)
|
|Hifi Rush|Tango Gameworks|UE4|2023|Expand• [3D Toon Rendering in 'Hi-Fi RUSH'](https://gdcvault.com/play/1034330/3D-Toon-Rendering-in-Hi)
|
|Diablo 4|Blizzard Albany, Team 3|Internal|2023|Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-diablo-iv/)
• [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)
• [Developers talk ray tracing](https://www.shacknews.com/article/115065/diablo-4-developers-talk-ray-tracing-an-all-new-game-engine)
|
|Final Fantasy 16|Square Enix|Internal|2023|Expand• [Shadow Techniques from Final Fantasy XVI](http://www.jp.square-enix.com/tech/library/pdf/2023_FFXVIShadowTechPaper.pdf)
• [Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics](https://www.youtube.com/watch?v=ItwtpX1SFcA)
• [The DF Tech Review](https://www.eurogamer.net/digitalfoundry-2023-final-fantasy-16-as-close-to-flawless-as-weve-seen-in-a-long-time)
• [GamingBolt Tech Analysis](https://gamingbolt.com/final-fantasy-16-ps5-graphics-analysis-a-generational-leap)
|
|F1 2023|Codemasters|EGO|2023|Expand• [PS5 vs Xbox Series X/S vs PC – Ray Tracing](https://www.youtube.com/watch?v=DVakUY6lqj8)
|
|Company of Heroes 3|Relic Entertainment|Essence Engine 4.0|2023|Expand• [Company of Heroes 3 - From PC to Consoles](https://www.youtube.com/watch?v=Q7_PSmWxOv8)
|
|Resident Evil 4 Re|Capcom|RE Engine|2023|Expand• [DF Tech Review](https://www.youtube.com/watch?v=N1QOYoNjAO0)
|
|Horizon: Call of the Mountain|Guerrilla|Decima|2023|Expand• [Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown](https://www.youtube.com/watch?v=Q43vcKl2axY)
|
|Dead Space Remake|Motive Studios|Frostbite|2023|Expand• [DF Tech Review](https://www.youtube.com/watch?v=JpqAAOgUrCg)
|
|Hi-Fi Rush|Tango Gameworks|UE4|2023|Expand• [DF Tech Review](https://www.youtube.com/watch?v=8qppoWhanwk)
• [CGWorldJP: Character, motion, and effects edition](https://cgworld.jp/article/202306-hifirush01.html)
• [CGWorldJP: Background/Lighting](https://cgworld.jp/article/202306-hifirush02.html)
|
|Remnant2 |Gunfire Games|UE5|2023|Expand• [Remnant 2 review – a war across worlds](https://www.videogamer.com/reviews/remnant-2-review/)
|
|Baldur's Gate 3|Larian Studios, Elverils|Divinity 4.0|2023|Expand• [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)
|
|Immortals of Aveum|Ascendant Studios|UE5|2023|Expand• [IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE](https://www.ea.com/games/immortals-of-aveum/immortals-of-aveum/news/technology?isLocalized=true)
|
|Elden Ring|FromSoftware|Internal|2022|Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-elden-ring/)
• [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)
• [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)
|
|Pokémon Scarlet/Violet|Game Freak|Internal|2022|Expand• [【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)
|
|Pokémon Arceus|Game Freak|Internal|2022|Expand• [【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)
|
|God of War Ragnarok|Santa Monica Studio|Internal|2022|Expand• ['God of War Ragnarok's' Visual Scripting Solution](https://www.gdcvault.com/play/1028787/-God-of-War-Ragnarok)
• [Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'](https://www.youtube.com/watch?v=iA8tpcHwVtg)
• [Rendering 'God of War Ragnarök'](https://sms.playstation.com/media/documents/GOWR_Stephen_Mcauley_RenderingGOWR_GDC23.pdf)
• [Real-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](https://80.lv/articles/a-deep-dive-into-god-of-war-ragnar-k-s-user-interface/)
|
|Horizon Forbidden West|Guerrilla|Decima|2022|Expand• [Architecting Jolt Physics For Horizon Forbidden West](https://www.guerrilla-games.com/read/architecting-jolt-physics-for-horizon-forbidden-west)
• [Adventures With Deferred Texturing](https://www.guerrilla-games.com/read/adventures-with-deferred-texturing-in-horizon-forbidden-west)
• [Building Machines For A Better Future In Horizon](https://www.guerrilla-games.com/read/building-machines-for-a-better-future-in-horizon)
• [Space-Efficient Content Packaging](https://www.guerrilla-games.com/read/space-efficient-content-packaging-for-horizon-forbidden-west)
• [Scaling Tools For Millions of Assets](https://www.guerrilla-games.com/read/scaling-tools-for-millions-of-assets-for-horizon-forbidden-west)
• [Creating The Many Faces of Horizon Forbidden West](https://www.guerrilla-games.com/read/creating-the-many-faces-of-horizon-forbidden-west)
• [CEDEC 2019 - Making Tools for Big Games](https://d3d3g8mu99pzk9.cloudfront.net/MichielVanDerLeeuw/CEDEC%202019%20-%20Making%20Tools%20for%20Big%20Games.pdf)
• [SIGGRAPH 2022 Real-Time Live](https://www.youtube.com/watch?v=MAXJWEoKbxY&t=357s)
• [The Cinematics of 'Horizon Forbidden West'](https://www.youtube.com/watch?v=gSzOv4e1ej4&list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW&index=2)
• [Building Machines for a Better Future in 'Horizon'](https://www.youtube.com/watch?v=dr17S0I_h78)
• [Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'](https://www.youtube.com/watch?v=KxcXUYx3eLQ)
|
|The Quarry|Supermassive Games|UE4|2022|Expand• [Case Study: Creating Realistic Facial Motion for 'The Quarry'](https://www.youtube.com/watch?v=DJ99mv52fVo)
|
|Forspoken|Luminous Productions|Luminous Engine|2022|Expand• [DF Tech Review](https://www.youtube.com/watch?v=j8_HcLb4ajY)
|
|Warhammer 40,000: Darktide|Fatshark|Internal|2022|Expand• [How FatShark constructed their central asset pipeline with Simplygon](https://www.youtube.com/watch?v=RZxo-2cAFk0)
|
|Xenoblade Chronicles 3|Monolith Soft|Internal|2022|Expand• [DF Tech Review](https://www.eurogamer.net/digitalfoundry-2022-xenoblade-chronicles-3-nintendo-switch-tech-review)
• [「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/)
|
|Gran Turismo 7|Polyphony Digital|Internal|2022|Expand• [Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation](https://s3.amazonaws.com/gran-turismo.com/pdi_publications/SIGGRAPH2023_RenderingTechBehindGT7.pdf)
|
|The Callisto Protocol|Striking Distance Studios|UE4|2022|Expand• [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)
|
|Halo Infinite|343 Industries|Slipspace|2021|Expand• [One Frame in 'Halo Infinite'](https://www.gdcvault.com/play/1027657/One-Frame-in-Halo-Infinite)
|
|Diablo 2 Resurrected|Blizzard, Vicarious Visions|Internal|2021|Expand• [DF Tech Analysis](https://www.youtube.com/watch?v=bSdg5sgt6hY)
• [An Overview of the 'Diablo II: Resurrected' Renderer](https://gdcvault.com/play/1027558/An-Overview-of-the-Diablo)
|
|Knockout City|Velan Studios|Internal|2021|Expand• [Knockout City's Parallel Play](https://www.gdcvault.com/play/1027634/-Knockout-City-s-Parallel)
|
|Forza Horizon 5|Playground Games|ForzaTech|2021|Expand• [How Parameters Drive the Particle Effects of 'Forza Horizon 5'](https://www.youtube.com/watch?v=8Pk-yAp7J_8)
|
|Returnal|Housemarque|UE4|2021|Expand• [Can We Do It with Particles?: VFX Learnings from 'Returnal'](https://www.youtube.com/watch?v=qbkb8ap7vts)
|
|Ratchet and Clank: Rift Apart|Insomniac Games|Internal|2021|Expand• [Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'](https://www.youtube.com/watch?v=geErfczxwjc)
• [DF Blog](https://www.eurogamer.net/digitalfoundry-2023-df-weekly-how-will-ratchet-and-clank-pc-handle-the-ps5s-ssd-requirement)
|
|Far Cry 6|Ubisoft Toronto|Dunia Engine|2021|Expand• [Simulating Tropical Weather in 'Far Cry 6'](https://www.youtube.com/watch?v=mGHCOOnI5aE)
|
|Dreamscaper|Afterburner Studios|UE4|2021|Expand• [Dreamscaper: Killer Combat on an Indie Budget](https://www.youtube.com/watch?v=3Omb5exWpd4)
|
|FIFA 22|EA Vancouver, EA Romania|Frostbite 3|2021|Expand• ['FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology](https://www.youtube.com/watch?v=lJYmMCQ2r-0)
|
|Dyson Sphere Program|Youthcat Studio|Unity|2021|Expand• [birth-of-dyson-sphere](https://indienova.com/indie-game-news/birth-of-dyson-sphere/)
• [dyson-sphere-devlog-2](https://indienova.com/indie-game-development/dyson-sphere-devlog-2/)
• [dyson-sphere-devlog-3](https://indienova.com/indie-game-news/dyson-sphere-devlog-3/)
• [dyson-sphere-devlog-4](https://indienova.com/indie-game-development/dyson-sphere-devlog-4/)
|
|Cyberpunk 2077|CD Projekt Red|REDengine 4|2020|Expand• [c0de517e](https://c0de517e.blogspot.com/2020/12/hallucinations-re-rendering-of.html)
• [Hang Zhang's Blog](https://zhangdoa.com/rendering-analysis-cyberpunk-2077)
• [Shader Execution Reordering](https://chipsandcheese.com/2023/05/16/shader-execution-reordering-nvidia-tackles-divergence/)
• [Tech Focus: Cyberpunk 2077 RT Overdrive](https://www.youtube.com/watch?v=vigxRma2EPA)
• [Overdrive Technology Preview on RTX 4090](https://www.youtube.com/watch?v=I-ORt8313Og)
|
|Doom Eternal|id Software|id Tech 7|2020|Expand• [Simon Coenen's Blog](https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html)
|
|Mafia: Definitive Edition|Hangar 13|Mafia III engine|2020|Expand• [The Code Corsair](https://www.elopezr.com/the-rendering-of-mafia-definitive-edition/)
|
|Teardown|Tuxedo Labs|Internal|2020|Expand• [Frame Teardown](https://acko.net/blog/teardown-frame-teardown/)
• [Teardown Breakdown](https://juandiegomontoya.github.io/teardown_breakdown.html)
|
|Final Fantasy 7 Remake|Square Enix|UE4|2020|Expand• [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)
• ['Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future](https://www.youtube.com/watch?v=L2bJ4E_4zN8)
• [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)
|
|Ghost of Tsushima|Sucker Punch|Internal|2020|Expand• [Blowing from the West: Simulating Wind in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=d61_o4CGQd8)
• [Exploration in 'Ghost of Tsushima': Letting the Island Guide You](https://www.youtube.com/watch?v=b5rUPBWgwuw)
• [Procedural Grass in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=Ibe1JBF5i5Y)
• [Master of the Katana: Melee Combat in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=1ih5BxnJu2I)
• [Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=dKS2kaI3aXE)
• [Zen of Streaming: Building and Loading 'Ghost of Tsushima'](https://www.youtube.com/watch?v=Ur53sJdS8rQ)
• [Samurai Shading in Ghost of Tsushima](https://blog.selfshadow.com/publications/s2020-shading-course/patry/slides/)
|
|Wild Rift|Riot Games|Internal|2020|Expand• [The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline](https://www.youtube.com/watch?v=fupHL5p-MtQ)
|
|Spelunky 2|Mossmouth, BlitWorks|Internal|2020|Expand• [Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'](https://www.youtube.com/watch?v=mss6S2IO8Mw)
|
|Marvel's Spider-Man: Miles Morales|Insomniac Games|Internal|2020|Expand• [An Explosive New Spider-Man: Creating VFX for Miles Morales](https://www.youtube.com/watch?v=hvU2EVGTOp0)
• [Real-Time Cloth Solutions on 'Marvel's Spider-Man'](https://www.youtube.com/watch?v=kGvqlLlZUis)
|
|The Last of Us: Part II|Naughty Dog|Internal|2020|Expand• [Crafting an Interactive Guitar](https://www.youtube.com/watch?v=bEjUIHEeKQU)
• [80lv's Interview](https://80.lv/articles/how-naughty-dog-created-the-immersive-world-of-the-last-of-us-part-ii/)
• [The Museum Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-museum)
• [The Chalet Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-chalet)
• [The Overlook Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-overlook)
• [Dialogue Scripting Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/dialogue-scripting)
• [Finding Strings Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/finding-strings)
• [Breathing Life Into 'The Last of Us': Part I and II](https://www.youtube.com/watch?v=8PEcUX4HA8Q)
|
|Noita|Nolla Games|Falling Everything|2020|Expand• [80lv's Interview](https://80.lv/articles/noita-a-game-based-on-falling-sand-simulation/)
|
|Dragon Ball Z Kakarot|Cyber Connect 2|UE4|2020|Expand• [Thomas @ Stylized Station's Twitter thread](https://twitter.com/StylizedStation/status/1656434559590846464)
|
|Death Stranding|Kojima Productions|Decima|2019|Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-death-stranding/)
• ['Death Stranding': An AI Postmortem](https://www.youtube.com/watch?v=yqZE5O8VPAU)
• [DF Tech Review(PC)](https://www.eurogamer.net/digitalfoundry-2020-death-stranding-pc-tech-review)
• [DF Performance Analysis](https://www.eurogamer.net/digitalfoundry-2019-death-stranding-ps4-ps4-pro-performance-analysis)
|
|Resident-evil II Re|Capcom Division 1|RE Engine|2019|Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-resident-evil/)
• [Anton Schreiner's Blog](https://aschrein.github.io/2019/08/01/re2_breakdown.html)
|
|Metro Exodus|4A Games|4A Engine|2019|Expand• [Anton Schreiner's Blog](https://aschrein.github.io/2019/08/11/metro_breakdown.html)
• [Balázs Török's Blog](http://morad.in/2019/03/27/observations-about-the-rendering-of-metro-exodus/)
|
|Control|Remedy|Northlight Engine|2019|Expand• [Frame Analysis](https://alain.xyz/blog/frame-analysis-control)
• [Destructible Environments in Control: Lessons in Procedural Destruction](https://www.youtube.com/watch?v=kODJsQGXanU)
• [Control PC's Stealth Upgrade](https://www.youtube.com/watch?v=HyLA3lhRdwM)
|
|Mortal Kombat 11|NetherRealm Studios|UE3|2019|Expand• [Frame Analysis](https://alain.xyz/blog/frame-analysis-mk11)
|
|A Plague Tale: Innocence|Asobo Studio|Internal|2019|Expand• [Dissecting A Plague Tale: Innocence](http://morad.in/2019/06/16/dissecting-a-plague-tale-innocence/)
• [Gamingbolt Graphics Analysis](https://gamingbolt.com/a-plague-tale-innocence-graphics-analysis-one-of-the-best-looking-games-of-this-gen)
|
|Star Wars Jedi: Fallen Order|Respawn|UE4|2019|Expand• [Analysis of Water Effects](https://simonschreibt.de/gat/jedi-fallen-order-splishy-splashy/)
• [Physical Animation in Star Wars Jedi: Fallen Order](https://www.youtube.com/watch?v=TmAU8aPekEo)
|
|Call of Duty: Modern Warfare|Infinity Ward|IW engine|2019|Expand• [Handling Network Latency Variation in Call of Duty: Modern Warfare](https://www.gdcvault.com/play/1026896/Handling-Network-Latency-Variation-in)
• [Handling Network Latency Variation in Call of Duty: Modern Warfare](https://www.gdcvault.com/play/1026833/Handling-Network-Latency-Variation-in)
|
|Gears of War 5|The Coalition|UE5|2019|Expand• [The making of Gears 5: how the Coalition hit 60fps - and improved visual quality](https://www.eurogamer.net/digitalfoundry-2019-gears-5-tech-interview)
|
|Days Gone|Bend Studio|UE4|2019|Expand• [Squad Coordination in Days Gone](https://www.youtube.com/watch?v=7TQ-WS3MPlE)
• [Screen Space Shadows​](https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/)
|
|Sea of Solitude|Jo-Mei Games|Unity|2019|Expand• [Paint It Black: The Art of 'Sea of Solitude'](https://www.youtube.com/watch?v=yreVq5fWv0Y)
|
|Untitled Goose Game|House House|Unity|2019|Expand• [Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'](https://www.youtube.com/watch?v=tA-64QuWgLk)
|
|Tom Clancy's The Division 2|Massive Entertainment|Snowdrop|2019|Expand• [Game Server Performance on Tom Clancy's The Division 2](https://www.youtube.com/watch?v=bcXxyKqgV0c)
|
|Super Mario Maker 2|Nintendo|Internal|2019|Expand• [What Cause Lag in Super Mario Maker 2's Online](https://oatmealdome.me/blog/what-causes-lag-in-super-mario-maker-2s-online/)
|
|Epitasis|Epitasis Games|UE4|2019|Expand• [80lv's Interview](https://80.lv/articles/development-of-epitasis-world-music-skybox/)
|
|God of War 4|Santa Monica Studio|Internal|2018|Expand• [Raising Atreus for Battle in God of War](https://www.youtube.com/watch?v=lbyGzzcKg9U)
• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-god-of-war/)
|
|Red Dead Redemption 2|Rockstar San Diego|RAGE|2018|Expand• [imgeself's Blog](https://imgeself.github.io/posts/2020-06-19-graphics-study-rdr2/)
• [SIG 2019: Creating the Atmospheric World](https://www.youtube.com/watch?v=9-HTvoBi0Iw&t=7100s)
|
|Jurassic World: Evolution|Frontier|Cobra|2018|Expand• [The Code Corsair](https://www.elopezr.com/the-rendering-of-jurassic-world-evolution/)
|
|Ni no Kuni II|Level-5|Internal|2018|Expand• [Thomas' Blog](https://blog.thomaspoulet.fr/ninokuni2-frame/)
|
|Shadows of the Tomb Raider|Eidos-Montréal|Foundation engine|2018|Expand• [Shadows of the Tomb Raider](https://www.gdcvault.com/play/1026163/-Shadows-of-the-Tomb)
|
|Kingdom Come: Deliverance|Warhorse Studios|CryEngine|2018|Expand• [Adaptive Clothing System in Kingdom Come: Deliverance](https://www.gdcvault.com/play/1022822/Adaptive-Clothing-System-in-Kingdom)
|
|The Walking Dead: Our World|Next Games|Unity|2018|Expand• [Social Depth of Location-Based Play in 'The Walking Dead: Our World'](https://www.youtube.com/watch?v=um1N4kafV5I)
|
|Just Cause 4|Avalanche Studios|Apex|2018|Expand• [Building a Mixing Sandbox for 'Just Cause 4'](https://www.youtube.com/watch?v=uN8RxOvrxMM)
• [Vehicle Physics and Tire Dynamics in Just Cause 4](https://www.youtube.com/watch?v=0jsENVOmkxc)
|
|Sea of Thieves|Rare|UE4|2018|Expand• [Automated Testing of Gameplay Features in 'Sea of Thieves'](https://www.youtube.com/watch?v=X673tOi8pU8)
|
|Tetris Effect|Monstars Inc. and Resonair|UE4|2018|Expand• [Making 'Tetris Effect'-ive](https://www.youtube.com/watch?v=2BjgXfGiJ1A)
|
|Battlefield V|DICE|Frostbite|2018|Expand• [AI for Testing: The Development of Bots that Play Battlefield V](https://www.youtube.com/watch?v=s1JOSbUR6KE)
• [It Just Works: Ray-Traced Reflections in Battlefield V](https://www.youtube.com/watch?v=ncUNLDQZMzQ)
|
|Marvel's Spider-Man|Insomniac Games|Internal|2018|Expand• [Marvel's Spider-Man: Procedural Lighting Tools](https://www.youtube.com/watch?v=HnguuY9IRro)
• [Marvel's Spider-Man AI Postmortem](https://www.youtube.com/watch?v=LxWq65CZBU8)
• [Marvel's Spider-Man: A Technical Postmortem](https://www.youtube.com/watch?v=KDhKyIZd3O8)
|
|Frostpunk|11 bit studios|Liquid Engine|2018|Expand• [Content Fueled Gameplay Programming in Frostpunk](https://www.youtube.com/watch?v=9rOtJCUDjtQ)
|
|Astro Bot Rescue Mission|SIE Japan Studio|Internal|2018|Expand• [Taming Technologies Behind Astro Bot Rescue Mission](https://www.youtube.com/watch?v=jCCSMhAFHUQ)
|
|Assassin's Creed Odyssey|Ubisoft Quebec|AnvilNext 2.0|2018|Expand• [Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey](https://www.youtube.com/watch?v=DFM5zbekZ7c)
|
|Detroit: Become Human|Quantic Dream|Internal|2018|Expand• [The Lighting Technology of Detroit: Become Human](https://www.youtube.com/watch?v=7dVv6XwkLbM)
|
|Far Cry 5|Ubisoft Montreal|Dunia Engine|2018|Expand• [Water Rendering in Far Cry 5](https://www.youtube.com/watch?v=4oDtGnQNCx4)
|
|Prismata|Lunarch Studios|Internal|2018|Expand• [Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata](https://www.youtube.com/watch?v=sQSL9j7W7uA)
|
|Below|Capybara Games|Internal|2018|Expand• [The Rendering of Below](https://www.youtube.com/watch?v=4D5uX8wL1V8)
|
|Shadow of the Colossus Remake|Bluepoint|Internal|2018|Expand• [DF Tech Complete Analysis](https://www.digitalfoundry.net/shadow-of-the-colossus-ps4-complete-tech-analysis)
• [DF Tech Interview](https://www.digitalfoundry.net/shadow-of-the-colossus-bluepoint-tech-interview)
• [DF's Article](https://www.eurogamer.net/digitalfoundry-2018-shadow-of-the-colossus-tech-analysis)
• [Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective](https://www.youtube.com/watch?v=fcBZEZWGYek)
|
|Octopath Traveler|Square Enix, Acquire|UE4|2018|Expand• [DF Tech Analysis](https://www.youtube.com/watch?v=2jKOJsoVcro)
• [DF PC vs Switch](https://www.digitalfoundry.net/octopath-traveler-pc-vs-switch-graphics-comparison-60fps-and-4k-unleashed)
• [Unreal Fest Europe 2019](https://www.youtube.com/watch?v=K6wW0pO08LE)
|
|Destiny 2|Bungie|Tiger Engine|2017|Expand• [GDC 2018: Physically Inspired Shading in 'Destiny 2'](https://www.gdcvault.com/play/1025290/Translating-Art-into-Technology-Physically)
• [Destiny's Multithreaded Rendering Architecture](https://www.youtube.com/watch?v=0nTDFLMLX9k)
• [GDC 17: Destiny Shader Pipeline](https://www.gdcvault.com/play/1033914/-Destiny-Shader)
|
|Minecraft (Bedrock)|Mojang Studios|RenderDragon|2017|Expand• [Frame Analysis - RTX](https://alain.xyz/blog/frame-analysis-minecraftrtx)
• [Microsoft Game Dev](https://www.youtube.com/watch?v=PyIgZTE66eM)
• [DF's Minecraft RTX Deep Dive](https://www.youtube.com/watch?v=TVtSsJf86_Y)
• [GTC 2020](https://developer.nvidia.com/gtc/2020/video/s22677)
|
|Slime Rancher|Monomi Park|Unity|2017|Expand• [A frame of Slime Rancher](https://pixelalchemy.dev/posts/a-frame-of-slime-rancher/)
|
|Divinity: Original Sin 2|Larian Studios|Divinity Engine|2017|Expand• [Divine Fire: A deep dive into the VFX](https://simonschreibt.de/gat/divine-fire/)
|
|Star Wars Battlefront II|EA DICE, Criterion Games, Motive Studios|Frostbite|2017|Expand• [Battlefront II Layered Explosion](https://simonschreibt.de/gat/battlefront-ii-layered-explosion/)
• [Precomputed Global Illumination in Frostbite](https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc2018-precomputedgiobalilluminationinfrostbite.pdf)
|
|Zelda: Breath of the Wild|Nintendo|Internal|2017|Expand• [The Bling-Bling Offset](https://simonschreibt.de/gat/zelda-the-bling-bling-offset/)
|
|RIME|Tequila Works|UE4|2017|Expand• [Stylized VFX in RIME](https://simonschreibt.de/gat/stylized-vfx-in-rime/)
|
|Middle-earth: Shadow of War|Monolith|Lithtech|2017|Expand• [Middle-earth: Shadow of War](https://www.gdcvault.com/play/1025199/-Middle-earth-Shadow-of)
|
|FAITH|Airdorf Games|Unity|2017|Expand• [MORTIS 101: 'FAITH's' Horror Design Toolkit](https://www.youtube.com/watch?v=04bt3aFwKc8)
|
|Assassin's Creed: Origins|Ubisoft Montreal|AnvilNext 2.0|2017|Expand• [Virtual Insanity: Meta AI on Assassin's Creed: Origins](https://www.youtube.com/watch?v=a09vnDjmY_E)
|
|Battlefield 1|DICE|Frostbite 3|2017|Expand• [4K Checkerboard in Battlefield 1 and Mass Effect Andromeda](https://www.youtube.com/watch?v=RkS8DmGqUmk)
|
|Mass Effect Andromeda|BioWare|Frostbite 3|2017|Expand• [4K Checkerboard in Battlefield 1 and Mass Effect Andromeda](https://www.youtube.com/watch?v=RkS8DmGqUmk)
|
|Horizon: Zero Dawn|Guerrilla Games|Decima|2017|Expand• [80lv's Interview](https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/)
• [GPU-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](https://www.youtube.com/watch?v=2VDlX3Dqm0w)
• [Creating a Tools Pipeline for Horizon: Zero Dawn](https://www.youtube.com/watch?v=KRJkBxKv1VM)
• [Streaming the World of Horizon Zero Dawn](https://www.guerrilla-games.com/read/Streaming-the-World-of-Horizon-Zero-Dawn)
• [Nubis: RealTime Volumetric Cloudscapes In A Nutshell](https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell)
• [Horizon Zero Dawn: A Game Design Postmortem](https://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem)
• [Creating New AI Systems](https://www.guerrilla-games.com/read/beyond-killzone-creating-new-ai-systems-for-horizon-zero-dawn)
• [Decima Engine: Visibility](https://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn)
|
|For Honor|Ubisoft Montreal|AnvilNext 2.0|2017|Expand• [Deterministic vs. Replicated AI: Building the Battlefield of For Honor](https://www.youtube.com/watch?v=4Z0aUEBp_Os)
• [Data-Driven Dynamic Gameplay Effects on For Honor](https://www.youtube.com/watch?v=JgSvuSaXs3E)
|
|Injustice 2|NetherRealm Studios|UE3|2017|Expand• [8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2](https://www.youtube.com/watch?v=7jb0FOcImdg)
|
|Night in the Woods|Infinite Fall|Unity|2017|Expand• [Making Night in the Woods Better with Open Source](https://www.youtube.com/watch?v=Qsiu-zzDYww)
|
|Resident Evil 7|Capcom|RE Engine|2017|Expand• [RE Engine Analysis](https://cgworld.jp/feature/201702-cgw222T2-bio.html)
|
|Splatoon 2|Nintendo|Internal|2017|Expand• [Datamining New Splatoon 2 Maps](https://oatmealdome.me/blog/datamining-new-splatoon-2-maps-without-homebrew/)
• [Ranking System Analysis](https://oatmealdome.me/blog/an-in-depth-look-at-the-splatoon-2-ranking-system/)
• [Netcode and Matchmaking](https://oatmealdome.me/blog/splatoon-2s-netcode-an-in-depth-look/)
• [How Does the Region Lock Work](https://oatmealdome.me/blog/how-does-the-splatoon-2-region-lock-work/)
• [The Mechanics of Clam Blitz](https://oatmealdome.me/blog/the-mechanics-of-clam-blitz/)
|
|Escape From Tarkov|Battlestate|Unity|2017|Expand• [Game Tech Overview](https://80.lv/articles/escape-from-tarkov-game-tech-overview/)
|
|Hellblade: Senua's Sacrifice|Ninja Theory|UE4|2017|Expand• [Digital Humans: Crossing the Uncanny Valley in UE4](https://www.youtube.com/watch?v=ILacgSf1vck)
|
|Doom|id Software|id Tech 6|2016|Expand• [The Devil is in the details](https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf)
• [Graphics Study](https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/)
• [DF Interview](https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview)
• [Bringing Hell to Life: AI and Full Body Animation in DOOM](https://www.youtube.com/watch?v=3lO1q8mQrrg)
• [GamesBeat Interview](https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/)
• [DSOGaming Interview](https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/)
• [QuakeCon P1](https://www.twitch.tv/videos/81946710)
• [QuakeCon P2](https://www.twitch.tv/videos/81950107)
|
|Overwatch|Blizzard, Iron Galaxy|Internal|2016|Expand• [Alain Galvan's Blog](https://alain.xyz/blog/frame-analysis-overwatch)
• [Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights](https://www.youtube.com/watch?v=W4oZq4tn57w)
• [Overwatch Gameplay Architecture and Netcode](https://www.youtube.com/watch?v=W3aieHjyNvw)
• [Playtesting Overwatch](https://www.youtube.com/watch?v=4R9fNm8GeKs)
• [Networking Scripted Weapons and Abilities in Overwatch](https://www.youtube.com/watch?v=ScyZjcjTlA4)
• [Overwatch - The Elusive Goal: Play by Sound](https://www.youtube.com/watch?v=zF_jcrTCMsA)
|
|Shadow Tactics: Blades of the Shogun|Mimimi Productions|Unity|2016|Expand• [Kosmonaut's Blog](https://kosmonautblog.wordpress.com/2017/01/09/shadow-tactics-rendering-breakdown/)
|
|The Witness|Thekla|Internal|2016|Expand• [The Witness Frame Part 1](https://blog.thomaspoulet.fr/the-witness-frame-part-1)
|
|Dark Maus|Daniel Wright|Internal|2016|Expand• [Dark Maus: Topdown Trees](http://simonschreibt.de/gat/darkmaus-topdown-trees/)
|
|Gears of War 4|The Coalition|UE4|2016|Expand• [GDC Vault Gears of War 4](https://www.gdcvault.com/play/1024008/-Gears-of-War-4)
|
|Battleborn|Gearbox Software|UE3|2016|Expand• [The VFX Process Behind 'Battleborn'](https://www.youtube.com/watch?v=DdV1_TOvi0s)
|
|Mafia III|Hangar 13|Illusion|2016|Expand• [Triage on the Front Line: Improving Mafia III AI in a Live Product](https://www.youtube.com/watch?v=lGPdPZC6Xvk)
|
|Final Fantasy 15|Square Enix Business Division 2|Luminous Studio|2016|Expand• [Eos is Alive: The AI Systems of Final Fantasy XV](https://www.youtube.com/watch?v=ygNRNru1B_s)
• [Prompto's Facebook: How a Buddy-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](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2017_Kawachi.pdf)
• [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)
• [Rendering Techniques of Final Fantasy XV](http://www.jp.square-enix.com/tech/library/pdf/s16_final.pdf)
• [Physics Simulation R&D at Square Enix](http://www.jp.square-enix.com/tech/library/pdf/SA2015_slides.pdf)
• [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)
• [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)
• [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)
• [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)
|
|Far Cry Primal|Ubisoft Toronto|Dunia Engine|2016|Expand• [Character Pipeline and Customization System for Far Cry Primal](https://www.youtube.com/watch?v=um8ZMcenXIA)
|
|Watch Dogs 2|Ubisoft Montreal|Disrupt|2016|Expand• [Replicating Chaos: Vehicle Replication in Watch Dogs 2](https://www.youtube.com/watch?v=_8A2gzRrWLk)
• [Hacking into the Combat AI of Watch Dogs 2](https://www.youtube.com/watch?v=c06DZ81Tbmk)
• [Helping It All Emerge: Managing Crowd AI in Watch Dogs 2](https://www.youtube.com/watch?v=LHEcpy4DjNc)
|
|Titanfall 2|Respawn Entertainment|Source|2016|Expand• [Efficient Texture Streaming in Titanfall 2](https://www.youtube.com/watch?v=4BuvKotqpWo)
|
|Uncharted 4|Naughty Dog|Naughty Dog Engine|2016|Expand• [The Science of Off-Roading: Uncharted 4's 4x4](https://www.youtube.com/watch?v=SKXqWcaoTGE)
|
|Dishonored 2|Arkane Studios|Void Engine|2016|Expand• [Taking Back What's Ours: The AI of Dishonored 2](https://www.youtube.com/watch?v=VoXSJBVqdek)
|
|Tom Clancy's The Division|Massive Entertainment|Snowdrop|2016|Expand• [Global Illumination in Tom Clancy's The Division](https://www.youtube.com/watch?v=04YUZ3bWAyg)
• [Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division](https://www.youtube.com/watch?v=Vre9qqoEBpE)
• [Tom Clancy's The Division: AI Behavior Editing and Debugging](https://www.youtube.com/watch?v=rYQQRIY_zcM)
|
|The Flame in The Flood|The Molasses Flood|UE4|2016|Expand• [Forging The River in The Flame in The Flood](https://www.youtube.com/watch?v=6N56YpHCHBM)
|
|INSIDE|Playdead|Unity|2016|Expand• [Temporal Reprojection Anti-Aliasing in INSIDE](https://www.youtube.com/watch?v=2XXS5UyNjjU)
• [Low Complexity, High Fidelity: The Rendering of INSIDE](https://www.youtube.com/watch?v=RdN06E6Xn9E)
|
|Stellaris|Paradox Development Studio|Clausewitz Engine|2016|Expand• [Creating Complex AI Behavior in Stellaris Through Data-Driven Design](https://www.youtube.com/watch?v=Z5LMUbjyFQM)
|
|Total War: Warhammer|Creative Assembly|Warscape|2016|Expand• [Siege Battle AI in Total War: Warhammer](https://www.youtube.com/watch?v=sHolirTf9CI)
|
|No Man's Sky|Hello Games|Internal|2016|Expand• [Continuous World Generation in No Man's Sky](https://www.youtube.com/watch?v=sCRzxEEcO2Y)
• [Building Worlds in No Man's Sky Using Math(s)](https://www.youtube.com/watch?v=C9RyEzMiU)
|
|The Witcher 3|CD Projekt Red|RED Engine 3|2015|Expand• [Mateusz's Blog](https://astralcode.blogspot.com/2018/11/reverse-engineering-rendering-of.html)
• ['Witcher 3' on the Nintendo Switch](https://www.gdcvault.com/play/1026635/-Witcher-3-on-the)
|
|Metal Gear Solid V|Kojima Productions|Fox Engine|2015|Expand• [Graphics Study](https://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study/)
• [GDC 13](https://www.gdcvault.com/play/1018086/Photorealism-Through-the-Eyes-of)
• [DigitalFoundry Tech Analysis](https://www.eurogamer.net/digitalfoundry-tech-analysis-mgs5-fox-engine)
• [NVIDIA Performance Guide](https://www.nvidia.com/en-us/geforce/news/metal-gear-solid-v-the-phantom-pain-graphics-and-performance-guide/)
|
|Rise of the Tomb Raider|Crystal Dynamics|Foundation Engine|2015|Expand• [The Code Corsair](https://www.elopezr.com/the-rendering-of-rise-of-the-tomb-raider/)
|
|Yakuza 0|Ryu Ga Gotoku Studio|Dragon Engine|2015|Expand• [Fixing attempts for Yakuza 0](https://cookieplmonster.github.io/2019/02/24/yakuza-0-fixing-attempts/)
|
|Waves 2: Notorious|Rob "Squid" Hale|UE4|2015|Expand• [A Frame of Waves 2](https://pixelalchemy.dev/posts/a-frame-of-waves-2)
|
|Batman: Arkham Knight|Rocksteady|UE3|2015|Expand• [Unmasking Arkham Knight](http://morad.in/2020/04/03/unmasking-arkham-knight/)
|
|Fallout 4|Bethesda Game Studios|Creation Engine|2015|Expand• [Game Art Tricks](http://simonschreibt.de/gat/fallout4-wasteland-eyes/)
• [Game Art Tricks](http://simonschreibt.de/gat/fallout-4-the-mushroom-case/)
|
|Assassin's Creed Syndicate|Ubisoft Quebec|AnvilNext 2|2015|Expand• [Assassin's Creed Syndicate: London Wasn't Built in a Day](https://www.youtube.com/watch?v=k7sizxMamls)
• [Assassin's Creed Syndicate: A Technical Postmortem](https://www.gdcvault.com/play/1023305/-Assassin-s-Creed-Syndicate)
• [What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate](https://www.youtube.com/watch?v=tB88gTpdk48)
|
|Caves of Qud|Freehold Games|Unity|2015|Expand• [Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'](https://www.youtube.com/watch?v=AdCgi9E90jw)
• [End-to-End Procedural Generation in Caves of Qud](https://www.youtube.com/watch?v=jV-DZqdKlnE)
|
|Halo 5: Guardians|343 Industries|Halo engine|2015|Expand• [Geometry Caching Optimizations in Halo 5: Guardians](https://www.youtube.com/watch?v=uYAjUOlEgwI)
|
|Just Cause 3|Avalanche Studios|Avalanche Engine|2015|Expand• [Tree's Company: Systemic AI Design in Just Cause 3](https://www.youtube.com/watch?v=SurYVTMINhg)
|
|Rocket League|Psyonix|UE3|2015|Expand• [Rocket League: Language Ban System Postmortem](https://www.youtube.com/watch?v=-E9PowOZhGM)
• [It IS Rocket Science! The Physics of Rocket League Detailed](https://www.youtube.com/watch?v=ueEmiDM94IE)
• ['Rocket League': Scaling for Free to Play](https://www.youtube.com/watch?v=W52Lm505300)
|
|Rainbow Six Siege|Ubisoft Montreal|AnvilNext 2.0|2015|Expand• [Rendering Rainbow Six Siege](https://www.youtube.com/watch?v=RAy8UoO2blc)
• [The Art of Destruction in Rainbow Six: Siege](https://www.youtube.com/watch?v=SjkQxowsL0I)
|
|Call of Duty: Black Ops III|Treyarch|IW engine|2015|Expand• [Fighting Latency on Call of Duty: Black Ops III](https://www.youtube.com/watch?v=EtLHLfNpu84)
|
|The Order: 1886|Ready at Dawn|Ready at Dawn Engine 4.0|2015|Expand• [Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015)](https://www.youtube.com/watch?v=nj4puag4hwc)
• [The Order: 1886 Retrospective + PS5 60fps Gameplay - Made in 2015, Still Stunning Today](https://www.youtube.com/watch?v=QJm0wreAOK0)
• [RAD_SIGGRAPH_2015_Character_embed.pptx](https://readyatdawn.com/share_file/Public_Presentations/SIGGRAPH_2015/RAD_SIGGRAPH_2015_Character_embed.pptx)
|
|Middle-earth: Shadow of Mordor|Monolith Productions|LithTech Jupiter EX|2014|Expand• [The Code Corsair](https://www.elopezr.com/the-rendering-of-middle-earth-shadow-of-mordor/)
|
|Castlevania: Lords of Shadow 2|MercurySteam|Mercury|2014|Expand• [The Code Corsair](https://www.elopezr.com/castlevania-lords-of-shadow-2-graphics-study/)
|
|COD: Advanced Warfare|Sledgehammer Games|Internal|2014|Expand• [Next Generation Post Processing](https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare)
|
|Alien Isolation|Creative Assembly|Custom|2014|Expand• [Alien vs Wolfenstein: Cutting Torch](https://simonschreibt.de/gat/alien-vs-wolfenstein-cutting-torch/)
• [Inside Alien Isolation Graphics](https://gen-graphics.blogspot.com/2018/01/inside-alien-isolation-graphics.html)
• [High Tech Fear: Alien Isolation](https://community.amd.com/community/gaming/blog/2015/05/12/high-tech-fear--alien-isolation)
|
|Wolfenstein: The New Order|MachineGames|id Tech 5|2014|Expand• [Alien vs Wolfenstein: Cutting Torch](https://simonschreibt.de/gat/alien-vs-wolfenstein-cutting-torch/)
|
|Adventure Capitalist|Hyper Hippo|Unity|2014|Expand• [Adventure Capitalist Postmortem or](https://www.gdcvault.com/play/1023119/-Adventure-Capitalist-Postmortem-or)
|
|Far Cry 4|Ubisoft Montreal|Dunia Engine 2|2014|Expand• [Adaptive Virtual Texture Rendering](https://www.gdcvault.com/play/1021760/Adaptive-Virtual-Texture-Rendering-in)
• [Rendering the World of Far Cry 4](https://www.youtube.com/watch?v=rD6KcxcCl_8)
• [Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline](https://www.youtube.com/watch?v=AhmlFG1u1wE)
|
|The Jackbox Party Pack|Jackbox Games|Internal|2014|Expand• [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)
|
|Assassin's Creed Unity|Ubisoft Montreal|AnvilNext 2.0|2014|Expand• [Massive Crowd on Assassin's Creed Unity: AI Recycling](https://www.youtube.com/watch?v=Rz2cNWVLncI)
• [Developing Systemic Crowd Events in Assassin's Creed Unity](https://www.youtube.com/watch?v=FaV88JAWnbQ)
• [SIGGRAPH 2015](https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf)
|
|Titanfall|Respawn Entertainment|Source|2014|Expand• [Extreme SIMD: Optimized Collision Detection in Titanfall](https://www.youtube.com/watch?v=6BIfqfC1i7U)
|
|Destiny|Bungie|Tiger Engine|2014|Expand• [Tools-Based Rigging in Bungie's Destiny](https://www.youtube.com/watch?v=U_4u0kbf-JE)
• [Shared World Shooter: Destiny's Networked Mission Architecture](https://www.youtube.com/watch?v=Iryq1WA3bzw)
|
|Metal Gear Solid Ground Zeroes|Kojima Productions|Fox Engine|2014|Expand• [Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)](https://www.youtube.com/watch?v=WsmxBE9Gw6A)
|
|The Elder Scrolls Online|ZeniMax Online Studios|Havok|2014|Expand• [Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline](https://www.youtube.com/watch?v=5YBJaXHFoSA)
|
|Dragon Age Inquisition|BioWare|Frostbite 3|2014|Expand• [Getting Inquisitive About the AI of Dragon Age Inquisition](https://www.youtube.com/watch?v=vt6kf9PP92U)
|
|Yandere Simulator|Alex Mahan (YandereDev)|Unity|2014|Expand• [Yandere Simulator Complete Source Code Analysis - Code Review](https://www.youtube.com/watch?v=LleJbZ3FOPU)
|
|GTA 5|Rockstar North|RAGE|2013|Expand• [Game Art Tricks: Underestimated Glow](https://simonschreibt.de/gat/gta-v-underestimated-glow/)
• [Game Art Tricks: The Wormy Fountain](https://simonschreibt.de/gat/gta-v-wormy-fountain/)
• [Graphics Study](https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/)
• [NVIDIA Performance Guide](https://www.nvidia.com/en-us/geforce/news/grand-theft-auto-v-pc-graphics-and-performance-guide/)
|
|Pokémon X/Y|Game Freak|Internal|2013|Expand• [Game Art Tricks](https://simonschreibt.de/gat/pokemon-rapidash/)
|
|Assassin's Creed: Black Flag|Ubisoft Montreal|AnvilNext|2013|Expand• [Black Flag Waterplane](https://simonschreibt.de/gat/black-flag-waterplane/)
• [SSAO with temporal supersampling](https://bartwronski.com/2014/04/27/temporal-supersampling-pt-2-ssao-demonstration/)
• [GameDev's Tech Talk](http://www.gamedev.net/topic/652966-assassins-creed-iv-black-flag-ocean-technology-talk/)
• [FxGuide's Article](https://www.fxguide.com/featured/5-things-you-need-to-know-about-the-tech-of-assassins-creed-iv-black-flag/)
• [Gamer Nexus's Graphics Analysis](http://www.gamersnexus.net/gg/1205-assassins-creed-4-black-flag-graphics-analysis)
• [Tech Demo](https://www.youtube.com/watch?app=desktop&v=SMTj3J4H6Gk&t=1m37s)
• [GDC 2014: Road to next-gen graphics](https://bartwronski.files.wordpress.com/2014/03/ac4_gdc.pdf)
• [NVIDIA's Graphics & Performance Guide](https://www.nvidia.com/en-us/geforce/news/assassins-creed-iv-black-flag-graphics-and-performance-guide/)
|
|Don't Starve|Klei Entertainment|Custom|2013|Expand• [Don't Starve & Diablo Parallax](http://simonschreibt.de/gat/dont-starve-diablo-parallax-7/)
|
|Tomb Raider 9|Crystal Dynamics|Crystal|2013|Expand• [Tomb Raider Lara's Hot Secrets](http://simonschreibt.de/gat/tomb-raider-laras-hot-secrets/)
• [Hair in Tomb Raider](https://www.linkedin.com/in/wolfgangengel/overlay/50585969/single-media-viewer/?type=DOCUMENT&profileId=ACoAAAAGU30Bo2akEMGwNg-C9yHq2Lrtt3NGvPU)
|
|Bioshock Infinite|Irrational Games|UE3|2013|Expand• [BioShock Infinite Lighting](https://solid-angle.blogspot.com/2014/03/bioshock-infinite-lighting.html)
|
|Dead Space 3|Visceral Games|Frostbite 3|2013|Expand• [Dead Space 3 Diffuse Reflections](http://simonschreibt.de/gat/dead-space-3-diffuse-reflections/)
|
|Metal Gear Rising|Platinum qGames|Internal|2013|Expand• [Metal Gear Rising Slicing](http://simonschreibt.de/gat/metal-gear-rising-slicing/)
|
|The Last of Us|Naughty Dog|Internal|2013|Expand• [Lighting Technology of The Last Of Us](http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf)
• [GDC 14: A Context-Aware Character Dialog System](https://www.gdcvault.com/play/1020386/A-Context-Aware-Character-Dialog)
• [The Motion Capture Pipeline of The Last of Us](https://www.youtube.com/watch?v=2GoDlM1Z7BU)
• [Parallelizing the Naughty Dog Engine Using Fibers](https://www.gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine)
|
|Battlefield 4|DICE|Frostbite|2013|Expand• [Rendering Battlefield 4 with Mantle by Yuriy ODonnell](https://www.slideshare.net/DevCentralAMD/rendering-battlefield-4-with-mantle-yuriy-o-donnell)
|
|Crysis 3|Crytek|CryEngine|2013|Expand• [Crafting the world of Crysis](https://archive.org/download/crytek_presentations/Crafting%20the%20World%20of%20Crysis.pptx)
• [Shining the Light on Crysis 3](https://archive.org/download/crytek_presentations/gdce2013_shining_the_light_on_crysis_3_donzallaz_final_plus_bonus.pdf)
|
|Splinter Cell: Blacklist|Ubisoft Toronto|UE2.5|2013|Expand• [Modeling AI Perception and Awareness in Splinter Cell: Blacklist](https://www.youtube.com/watch?v=RFWrKHM0vAg)
|
|Forza Motorsport 5|Turn 10 Studios|ForzaTech|2013|Expand• [Capturing Reality: Gathering Reference for Forza Motorsport 5](https://www.youtube.com/watch?v=lVVuoymwJoE)
|
|Killer Instinct|Rare, Double Helix Games, Iron Galaxy Studios, Dlala Studios|HexEngine|2013|Expand• [Designing AI for Killer Instinct](https://www.youtube.com/watch?v=9yydYjQ1GLg)
|
|Path of Exile|Grinding Gear Games|Internal|2013|Expand• [Procedural World Generation in Path of Exile](https://www.youtube.com/watch?v=EXnoHTqO7TE)
• [ExileCon Dev Talk - Creating Game Effects in Path of Exile](https://www.youtube.com/watch?v=KxXJn1DOuzw)
|
|Diablo 3|Blizzard Albany, Team 3|Internal|2012|Expand• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-wings-of-angels/)
• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-trees/)
• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-resource-bubbles/)
• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-the-sacred-spiderweb/)
|
|007 Legends : Moonraker|Eurocom|UE3|2012|Expand• [007 Legends The World](http://simonschreibt.de/gat/007-legends-the-world/)
|
|Assassins Creed 3|Ubisoft Montreal|AnvilNext|2012|Expand• [Assassins Creed 3 Bouncing Light](http://simonschreibt.de/gat/assassins-creed-3-bouncing-light/)
• [Assassins Creed 3 LOD Blending](http://simonschreibt.de/gat/assassins-creed-3-lod-blending/)
• [Rendering Assassin's Creed III](https://www.gdcvault.com/play/1017710/Rendering-Assassin-s-Creed)
|
|Hitman: Absolution|IO Interactive|Glacier 2|2012|Expand• [Creating the AI for the Characters of Hitman: Absolution](https://www.gdcvault.com/play/1019353/Creating-the-AI-for-the)
|
|Ghost Recon Future Soldier|Ubisoft Paris|Internal|2012|Expand• [A Different Approach for Continuous Physics in Ghost Recon Future Soldier](https://www.gdcvault.com/play/1015856/A-Different-Approach-for-Continuous)
|
|Blade & Soul|NCSOFT|UE3|2012|Expand• [Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'](https://www.youtube.com/watch?v=ADS1GKFb2T8)
|
|Counter-Strike: Global Offensive|Valve Corporation, Hidden Path Entertainment|Source|2012|Expand• [Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive](https://www.youtube.com/watch?v=kTiP0zKF9bc)
• [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)
|
|Final Fantasy Agni's Philosophy (Tech Demo)|Square Enix|Luminous Studio|2012|Expand• [Web Page](http://www.agnisphilosophy.com/en/index.html)
• [Practical Applications of Compute for Simulation in Agni's Philosophy](http://www.jp.square-enix.com/tech/library/pdf/SiggraphAsia2014_simulation.pdf)
|
|Journey|Thatgamecompany|PhyreEngine|2012|Expand• [Sand Rendering in Journey](https://www.youtube.com/watch?v=wt2yYnBRD3U)
|
|Batman : Arkham City|Rocksteady Studios|UE3|2011|Expand• [Froyok's Blog](https://www.froyok.fr/blog/2012-09-breakdown-batman-arkham-city/)
|
|Deus Ex: Human Revolution|Eidos-Montréal|Crystal|2011|Expand• [Graphics Study](https://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/)
• [GDC 2012](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2012/slides/Programming%20Track/DeSmedt_Matthijs_Deus%20Ex%20Is.pdf)
• [Reimagining a Classic: The Design](https://gdcvault.com/play/1015489/Reimagining-a-Classic-The-Design)
• [Building the Story-driven Experience](https://www.gdcvault.com/play/1015027/Building-the-Story-driven-Experience)
• [Game Art Tricks: Alpha Terrain](https://simonschreibt.de/gat/deus-ex-alpha-terrain/)
|
|Binding of Isaac|Edmund McMillen, Florian Himsl|Flash|2011|Expand• [Binding of Isaac Composition](http://simonschreibt.de/gat/binding-of-isaac-composition/)
|
|Battlefield 3|DICE|Frostbite|2011|Expand• [Culling the Battlefield: Data Oriented Design in Practice](https://www.gamedevs.org/uploads/culling-the-battlefield-battlefield3.pdf)
• [DirectX 11 Rendering in Battlefield 3](https://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3)
|
|Crysis 2|Crytek|CryEngine 3|2011|Expand• [Crysis 2 Multiplayer: A Programmer's Postmortem](https://www.gdcvault.com/play/1014886/Crysis-2-Multiplayer-A-Programmer)
|
|Mortal Kombat|NetherRealm Studios|UE3|2011|Expand• [8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2](https://www.youtube.com/watch?v=7jb0FOcImdg)
|
|Skylanders|Toys for Bob|Internal|2011|Expand• [Supercharged! Vehicle Physics in Skylanders](https://www.youtube.com/watch?v=Db1AgGavL8E)
|
|Portal 2|Valve|Source|2011|Expand• [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)
• [Water Flow in Portal 2.](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf)
|
|God of War 3|Santa Monica Studio|Internal|2010|Expand• [Morphological Antialiasing](https://www.realtimerendering.com/blog/morphological-antialiasing-in-god-of-war-iii/)
• [More on God of War III Antialiasing](https://www.realtimerendering.com/blog/more-on-god-of-war-iii-antialiasing/)
• [DF article](https://www.eurogamer.net/digitalfoundry-mlaa-360-pc-article)
• [Sig 2019: Interactive Wind and Vegetation](https://www.youtube.com/watch?v=9-HTvoBi0Iw&t=145s)
• [Playtesting 'God of War'](https://www.youtube.com/watch?v=Zr4u5Kf_CT4)
• [Evolving Combat in 'God of War' for a New Perspective](https://www.youtube.com/watch?v=hE5tWF-Ou2k)
• [Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'](https://www.youtube.com/watch?v=MNinZWlhprE)
• [Disintegrating Meshes with Particles in 'God of War'](https://www.youtube.com/watch?v=ajNSrTprWsg)
• [Wind Simulation in God of War](https://www.youtube.com/watch?v=dDgyBKkSf7A)
|
|Mafia II|2K Czech|Internal|2010|Expand• [Hat vs Hair](https://simonschreibt.de/gat/mafia-ii-hat-vs-hair/)
|
|Starcraft 2|Blizzard Entertainment|SC2 Engine|2010|Expand• [Starcraft 2 Localization](http://simonschreibt.de/gat/starcraft-2-localization/)
|
|Battlefield Bad Company 2|DICE|Frostbite 1.5|2010|Expand• [Battlefield Bad Company 2 Smoke Column](http://simonschreibt.de/gat/battlefield-bad-company-2-smoke-column/)
|
|CityVille|Zynga|Flash|2010|Expand• [CityVille: Lessons Learned & Tools Used](https://www.gdcvault.com/play/1016594/CityVille-Lessons-Learned-Tools-Used)
|
|Dead Rising 2|Capcom Vancouver|MT Framework|2010|Expand• [1000s of Zombies, 1000s of Problems, 1000s of Dollars](https://www.gdcvault.com/play/1014616/1000s-of-Zombies-1000s-of)
|
|Two Worlds II|Reality Pump|GRACE 2|2010|Expand• [Advanced Material](https://www.gdcvault.com/play/1013725/Advanced-Material)
|
|Skate 3|EA Black Box|RenderWare|2010|Expand• [Building Game UI with Scaleform](https://www.gdcvault.com/play/1013151/Building-Game-UI-with)
|
|World of Tanks: Mercenaries|Wargaming|BigWorld|2010|Expand• [Bringing Replays to World of Tanks: Mercenaries](https://www.youtube.com/watch?v=uLAt840vwbM)
|
|Assassin's Creed Brotherhood|Ubisoft Montreal|Anvil|2010|Expand• [AI & Animation in Assassin's Creed Brotherhood](https://www.youtube.com/watch?v=HzhDjbsXA9s)
|
|Halo: Reach|Bungie|Halo Engine|2010|Expand• [I Shot You First: Networking the Gameplay of Halo: Reach](https://www.youtube.com/watch?v=h47zZrqjgLc)
|
|ALAN WAKE|Remedy|Northlight|2010|Expand• [ALAN WAKE: The Writer Who Made Us Rewrite Our Engine](https://www.youtube.com/watch?v=73KjaHcsdlo)
|
|Assassin's Creed II|Ubisoft Montréal|Anvil Engine|2009|Expand• [Froyok's Blog](https://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2/)
|
|Left 4 Dead 2|Valve|Source|2009|Expand• [Left 4 Dead 2 Puke](http://simonschreibt.de/gat/left-4-dead-2-puke/)
• [Rendering Wounds in Left 4 Dead 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf)
• [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)
|
|League of Legends|Riot Games|Internal|2009|Expand• [Building the Chat Service for League of Legends](https://www.gdcvault.com/play/1015092/Building-the-Chat-Service-for)
• [League of Legends: Scaling to Millions of Summoners](https://www.youtube.com/watch?v=yRMM2cEQ89c)
• [A Trip Down The LoL Graphics Pipeline](https://technology.riotgames.com/news/trip-down-lol-graphics-pipeline)
• [Performance analysis in esports part 1](https://files.osf.io/v1/resources/sm3nj/providers/osfstorage/5d9d8304a7bc73000ce81d40?action=download&direct&version=2)
|
|Forza Motorsport 3|Turn 10 Studios|ForzaTech|2009|Expand• [Forza Motorsport 3 Audio Design](https://www.gdcvault.com/play/1013160/Forza-Motorsport-3-Audio-Design)
|
|Velvet Assassin|Replay Studios|UE3|2009|Expand• [Building a Dynamic Lighting Engine](https://www.gdcvault.com/play/1012013/Building-a-Dynamic-Lighting-Engine)
|
|Dragon Age|BioWare|Frostbite 3|2009|Expand• [Connecting Players and Franchise Across Console Generations in the Dragon Age Keep](https://www.youtube.com/watch?v=XxtTD6QlOLc)
|
|Halo Wars|Ensemble Studios, 343 Industries, Creative Assembly|Havok|2009|Expand• [The Terrain of Halo Wars](https://www.youtube.com/watch?v=In1wzUDopLM)
|
|Final Fantasy 13|Square Enix|Crystal Tools|2009|Expand• [Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics](https://www.youtube.com/watch?v=ItwtpX1SFcA)
|
|Fallout 3|Bethesda Game Studios|Gamebryo|2008|Expand• [Game Art Tricks](http://simonschreibt.de/gat/fallout-3-edges/)
|
|Digital Combat Simulator|Eagle Dynamics|Internal|2008|Expand• [DCS Frame Analysis](https://blog.thomaspoulet.fr/dcs-frame/)
|
|Mirror's Edge|DICE|UE3|2008|Expand• [Henrikgdc09 Compat](https://fr.slideshare.net/DICEStudio/henrikgdc09-compat)
• [The Unique Lighting of Mirror's Edge](https://www.slideshare.net/DICEStudio/henrikgdc09-compat)
|
|Sacred 2|Ascaron|Internal|2008|Expand• [Burning Map Effect in Sacred 2](http://simonschreibt.de/gat/sacred-2-burning-map/)
• [Pulse Shader in Sacred 2](http://simonschreibt.de/gat/sacred-2-pulse-shader/)
• [Crystal Reflection in Sacred 2](http://simonschreibt.de/gat/sacred-2-crystal-reflexion/)
• [Sacred 2 Fake Mirror](http://simonschreibt.de/gat/sacred-2-fake-mirror/)
|
|Battlefield Bad Company|DICE|Frostbite 1.0|2008|Expand• [Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite](https://www.slideshare.net/DICEStudio/audio-for-multiplayer-beyond-mixing-case-studies-from-battlefield-bad-company-frostbite)
|
|Left 4 Dead|Valve|Source|2008|Expand• [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)
• [Replayable Cooperative Game Design: Left 4 Dead](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2009/GDC2009_ReplayableCooperativeGameDesign_Left4Dead.pdf)
|
|NARUTO: Ultimate Ninja STORM|Cyber Connect 2|Internal|2008|Expand• [GDC: Cinematic Next-Generation Action NARUTO](https://www.gdcvault.com/play/1354/Cinematic-Next-Generation-Action-NARUTO)
|
|Halo 3|Bungie|Internal|2007|Expand• [Lighting Research at Bungie](https://web.archive.org/web/20120517153910/http://www.bungie.net/images/Inside/publications/siggraph/Bungie/SIGGRAPH09_LightingResearch.pptx)
|
|Supreme Commander|Gas Powered Games|Internal|2007|Expand• [Supreme Commander Graphics Study](https://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/)
• [Wiki of Height Map](https://supcom.fandom.com/wiki/Height-_/_Texturemaps_with_image_editing_tools)
• [GameSpot's article](http://web.archive.org/web/20070807085133/http://www.gamespot.com/features/totalstory/)
|
|Enemy Territory: Quake Wars|Splash Damage|id Tech 4|2007|Expand• [Oblivion Territory Tree vs Palm](http://simonschreibt.de/gat/oblivion-territory-tree-vs-palm/)
|
|Bioshock|2K Boston, 2K Australia|UE2.5|2007|Expand• [Bioshock Glossiness](http://simonschreibt.de/gat/bioshock-glossiness/)
• [The Cutting Room Floor](https://tcrf.net/BioShock)
|
|Crysis|Crytek|CryEngine|2007|Expand• [Crysis Next Gen Effects](https://archive.org/download/crytek_presentations/GDC08_SousaT_CrysisEffects.ppt)
• [Crysis and DX10](https://archive.org/download/crytek_presentations/SIGGRAPH2007_CrysisDX10.ppt)
• [The Crysis of Audio](https://archive.org/download/crytek_presentations/The_Crysis_of_Audio.pps)
|
|S.T.A.L.K.E.R.|GSC Game World|X-Ray Engine|2007|Expand• [GPU Gems2: Chapter 9](https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-9-deferred-shading-stalker)
|
|Team Fortress 2|Valve|Source|2007|Expand• [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)
• [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)
• [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)
• [Illustrative Rendering in Team Fortress 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf)
|
|Portal|Valve|Source|2007|Expand• [Integrating Narrative and Design: A Portal Post-Mortem](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2008/GDC2008_PortalPostMortem.pdf)
|
|TES: Oblivion|Bethesda Game Studios|Gamebryo|2006|Expand• [Oblivion Territory Tree vs Palm](http://simonschreibt.de/gat/oblivion-territory-tree-vs-palm/)
|
|Company of Heroes|Relic Entertainment|Essence Engine|2006|Expand• [Company of Heroes Flamethrower](http://simonschreibt.de/gat/company-of-heroes-flamethrower/)
• [Company of Heroes Shaded Smoke](http://simonschreibt.de/gat/company-of-heroes-shaded-smoke/)
|
|Lost Planet|Spark Unlimited, Capcom, HexaDrive|MT Framework|2006|Expand• [CEDEC 2007: Capcom on Lost Planet Part I](https://www.beyond3d.com/content/news/496)
• [CEDEC 2007: Capcom on Lost Planet Part II](https://www.beyond3d.com/content/news/499)
• [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)
|
|Shadow of the Colossus|Japan Studio, Team Ico|Internal|2005|Expand• [Froyok's Blog](https://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2/page.html)
• [DF Retro](https://www.youtube.com/watch?v=FAQjESB4WOk)
|
|Battlefield 2|DICE|Frostbite 2|2005|Expand• [Battlefield 2 Flag Sound](http://simonschreibt.de/gat/battlefield-2-flag-sound/)
|
|Doom 3|id Software|id Tech 4|2004|Expand• [Game Art Tricks](https://simonschreibt.de/gat/gat-doom-3-hdui/)
• [Game Art Tricks](http://simonschreibt.de/gat/doom-3-volumetric-glow/)
• [Source code review](https://fabiensanglard.net/doom3_bfg/)
• [Vulkan Port](https://github.com/DustinHLand/vkDOOM3)
• [The DOOM III Network Architecture](https://fabiensanglard.net/doom3_documentation/The-DOOM-III-Network-Architecture.pdf)
|
|World of Warcraft|Blizzard|Internal|2004|Expand• [World of Warcraft Balloon](http://simonschreibt.de/gat/world-of-warcraft-balloon/)
|
|Far Cry|Crytek|Cry Engine|2004|Expand• [Far Cry and DX9](https://archive.org/download/crytek_presentations/GDC2005_FarCryAndDX9.ppt)
|
|Half-Life 2|Valve|Source|2004|Expand• [Valve's Design Process for Creating Half-Life 2.](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2006/GDC2006_HL2DesignProcess.pdf)
• [Physical Gameplay in Half-Life 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2006/GDC2006_PhysicalGameplayInHL2.pdf)
• [Half-Life 2 / Valve Source Shading](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf)
|
|EVE Online|CCP Games|Trinity|2003|Expand• [Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC](https://www.youtube.com/watch?v=RR0YTEEMLFg)
|
|Call of Duty|Infinity Ward, Treyarch, Sledgehammer Games, Raven Software|IW engine, Treyarch NGL|2003|Expand• [Automated Testing and Profiling for Call of Duty](https://www.youtube.com/watch?v=8d0wzyiikXM)
|
|Eve Online|CCP Games|Trinity|2003|Expand• [The Benefits and Challenges of Supporting Third-Party Developers in Eve Online](https://www.youtube.com/watch?v=uS9BgDtQ5Rw)
|
|Zelda - Wind Waker|Nintendo EAD|Internal|2002|Expand• [Nathan Gordon's Blog](https://medium.com/@gordonnl/wind-waker-graphics-analysis-a0b575a31127)
• [Soenke Seidel's Blog](https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy)
• [Game Art Tricks](http://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/)
• [Zelda Windwaker Textures Yay or Nay ?!](https://polycount.com/discussion/102634/zelda-windwaker-textures-yay-or-nay)
• [Zelda: Wind waker Tech and Texture Analysis *picture heavy*](https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy)
|
|Divine Divinity|Larian Studios|Internal|2002|Expand• [Divine Divinity 2D Reflexion](http://simonschreibt.de/gat/divine-divinity-2d-reflexion/)
|
|Warcraft 3|Blizzard|Internal|2002|Expand• [Warcraft 3 Billboards](http://simonschreibt.de/gat/warcraft-3-billboards/)
|
|Halo|Bungie, 343 Industries|Slipspace Engine|2001|Expand• [Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective](https://www.youtube.com/watch?v=65_lBJbAxnk)
|
|Diablo 2|Blizzard North|Internal|2000|Expand• [Don't Starve & Diablo Parallax](http://simonschreibt.de/gat/dont-starve-diablo-parallax-7/)
|
|1nsane|Invictus Games|Internal|2000|Expand• [1nsane Carpet 2 Repetitive Worlds](http://simonschreibt.de/gat/1nsane-carpet-2-repetitive-worlds/)
|
|Deus Ex|Ion Storm|UE1|2000|Expand• [Deus Ex Scanlines](http://simonschreibt.de/gat/deus-ex-scanlines/)
• [Deus Ex Occlusion](http://simonschreibt.de/gat/deus-ex-occlusion/)
|
|Dungeon Keeper 2|Bullfrog|Internal|1999|Expand• [Wonky walls](https://simonschreibt.de/gat/dungeon-keeper-2-walls/)
• [Grid-based lighting](https://www.reddit.com/r/gamedev/comments/hrz910/fake_lights_and_shadows_in_dungeon_keeper_2/)
|
|Age of EmpiresI&II|Ensemble Studios|Genie|1999|Expand• [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)
|
|MiMaze|Christophe DIOT and Laurent GAUTIER|Internal|1999|Expand• [Bucket Synchonization](https://www.cs.ubc.ca/~krasic/cpsc538a/papers/diot99distributed.pdf)
|
|Half-Life|Valve|GoldSrc|1998|Expand• [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)
• [A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!](https://www.youtube.com/watch?v=BrRmQhaxtF4)
|
|GoldenEye 007|Rare|Internal|1997|Expand• [DF Retro EX](https://www.youtube.com/watch?v=ZxuFc0VkxEw)
|
|Panzer Dragoon Series|Team Andromeda|Internal|1995|Expand• [Classic Game Postmortem](https://www.youtube.com/watch?v=gMOMsEmde-w)
|
|Super Mario Bros. 3|Nintendo|Source|1988|Expand• [Super Mario Bros. 3 - The Cutting Room Floor](https://tcrf.net/Super_Mario_Bros._3)
|
|Kid Icarus|Nintendo R&D1|Internal|1986|Expand• [Kid Icarus Tricks](http://simonschreibt.de/gat/kid-icarus-tricks/)
|
|FIFA|EA Vancouver|Frostbite|N/A|Expand• [How FIFA Delivers Live Content to Users Fast](https://www.youtube.com/watch?v=YmNgREFUXh0)
|
|Path of Exile 2|Grinding Gear Games|Internal|N/A|Expand• [The rendering techniques of Path of Exile (Alexander Sannikov)](https://www.youtube.com/watch?v=B-ODrtmtpzM)
|

---

## References
* [Behind the Pretty Frames](https://mamoniem.com/category/behind-the-pretty-frames/)
* [imgself's Blog](https://imgeself.github.io/posts/)
* [Froyok's Blog](https://www.froyok.fr/articles.html)
* [Anton Schreiner's Blog](https://aschrein.github.io/)
* [Frame Analysis](https://alain.xyz/blog)
* [The Code Corsair](https://www.elopezr.com/)
* [Graphics Studies](https://www.adriancourreges.com/blog/)
* [Silent's Blog](https://cookieplmonster.github.io/)
* [Nathan Gordon's Blog](https://medium.com/@gordonnl)
* [Thomas' Blog](https://blog.thomaspoulet.fr)
* [IRYOKU's Blog](https://www.iryoku.com/)
* [Game Art Tricks](https://simonschreibt.de/game-art-tricks/)
* [The Cutting Room Floor](https://tcrf.net/The_Cutting_Room_Floor)
* [Crytek Presentations](https://archive.org/download/crytek_presentations)
* [r/TheMakingOfGames](https://www.reddit.com/r/TheMakingOfGames/)
* [r/videogamescience](https://www.reddit.com/r/videogamescience/)
* [GDC Vault](https://www.gdcvault.com/)
* [GDC's Programming Talks](https://www.youtube.com/playlist?list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW)
* [SIGGRAPH courses](https://advances.realtimerendering.com/)
* [Guerrilla's News feed](https://www.guerrilla-games.com/read)
* [Digital Foundry](https://www.digitalfoundry.net/)
* [Anything about game](https://github.com/killop/anything_about_game/blob/master/FamousGame.md)
* [CGWorld.jp](https://cgworld.jp/game/)
* [Gaming Bolt](https://gamingbolt.com/category/graphics-analysis)
* [80lv](https://80.lv/)
* [Evan Hill's Blog](https://www.ehilldesign.com/)
* [SQUARE ENIX Library](http://www.jp.square-enix.com/tech/publications.html)
* [ExileCon 2019](https://www.youtube.com/playlist?list=PLt5SL2R19SuLYtQ4zvGExBhQTozFRn5z3)
* [Open Source Game Clones](https://osgameclones.com/)
* [Open source games list (OSGL)](https://trilarion.github.io/opensourcegames/index.html)
* [Vegard Wiki](https://vegard.wiki/w/Frame_analysis)
* [EA/Dice Slideshare](https://www.slideshare.net/DICEStudio/presentations)
* [AMD Developer Central Slideshare](https://www.slideshare.net/DevCentralAMD/presentations)
* [AMD Gpu Open](https://gpuopen.com/)
* [Poly Count](https://polycount.com/)
* [Bart Wronski's Blog](https://bartwronski.com/)
* [Game Opedia](https://www.gameopedia.com/)
* [CEDEC](https://cedil.cesa.or.jp/)
* [B3D Forum](https://forum.beyond3d.com/)
* [Naughty Dog's Presentations from GDC08](https://web.archive.org/web/20160312011838/http://www.naughtydog.com/site/post/presentations_from_game_developers_conference_2008)
* [Valve's Publications](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/company/publications.html)
* [Game Watch](https://game.watch.impress.co.jp/docs/series/3dcg/)
* [MrElusive](https://www.mrelusive.com/publications/pubs_bytype.html)
* [fabiensanglard](https://fabiensanglard.net/doom3_documentation/)
* [Activision Tech Reports](https://research.activision.com/tech-reports)
* [Activision Publications](https://research.activision.com/publications)

---

## Contributing

|
K1ngst0m
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RTM945
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wyryyds
|
Trass3r
|
Chaphlagical
|
| :---: | :---: | :---: | :---: | :---: |
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1961629480
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WeebOwO
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irimsky
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manhua-man
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rubyKC
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