GDC 2012
Attention, Not Immersion: Making Your Games Better with Psychology and P...
Game Design
GDC 2016
Behind the Scenes of Cinematic Dialogues in 'The Witcher 3: Wild Hunt'
Programming
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
Programming
GDC 2015
Lessons from the Core Engine Architecture of Destiny
Programming
GDC 2016
Low Complexity, High Fidelity - INSIDE Rendering
Programming
GDC 2016
Rendering 'Rainbow Six | Siege'
Programming
GDC 2015
Shared World Shooter: Destiny's Networked Mission Architecture
Programming
GDC 2015
The Ultimate Trim: Texturing Techniques of Sunset Overdrive
Visual Arts
GDC 2010
What Happened Here? Environmental Storytelling
Game Design