Game Developers Conference 2024
144FPS Rendering on Mobile: Frame Prediction in 'Arena Breakout' (Presen...
by Yue Qi
(Tencent Games)
Programming
Game Developers Conference 2024
3D Toon Rendering in 'Hi-Fi RUSH'
by Kosuke Tanaka
(Tango Gameworks)
Programming
Game Developers Conference 2024
Advanced Graphics Summit: DX12 Memory Management in Snowdrop on PC (With...
by Gauthier Viau
(Massive Entertainment - a Ubisoft Studio)
Advanced Graphics Summit
Game Developers Conference 2024
Advanced Graphics Summit: DX12 Memory Management in Snowdrop on PC (With...
by Gauthier Viau
(Massive Entertainment - a Ubisoft Studio)
Advanced Graphics Summit
Game Developers Conference 2023
'God of War Ragnarok's' Visual Scripting Solution
by Sam Sternklar
(Santa Monica Studio)
Programming
Game Developers Conference 2023
AI Summit: AI for Testing at EA: From 'Star Wars' to 'Apex' and Beyond
by Jonas Gillberg
(Electronic Arts)
AI Summit
Game Developers Conference 2023
AI Summit: Beyond WaveFunctionCollapse: Constraint-Based Tile Map Genera...
by Seth Cooper
(Northeastern University)
AI Summit
Game Developers Conference 2023
AI Summit: Bots at Work: Lessons on Deploying ML Bots in Your Game
by Ricardo Sisnett
(modl.ai)
AI Summit
Game Developers Conference 2022
'Knockout City's' Parallel, Deterministic, and Rewindable Entity System
by Chris McEvoy
(Velan Studios)
Programming
Game Developers Conference 2022
Adventures with Deferred Texturing in 'Horizon Forbidden West'
by James McLaren
(Guerrilla)
Programming
Game Developers Conference 2022
An Overview of the 'Diablo II: Resurrected' Renderer
by Kevin Todisco
(Blizzard Entertainment)
Programming
Game Developers Conference 2022
Animation Summit: 'FIFA 22's' Hypermotion: Full-Match Mocap Driving Mach...
by Ryan Cardinal
(Electronic Arts)
Animation Summit
Game Developers Conference 2021
'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools f...
by Fabien Gravot
(SQUARE-ENIX)
Programming
Game Developers Conference 2021
'Genshin Impact': Building a Scalable AI System
by Shuo Xu
(miHoYo)
Programming
Game Developers Conference 2021
A Recipe for Mixed Reality in 'Mario Kart Live'
by Ed Tumbusch
(Velan Studios)
Programming
Game Developers Conference 2021
AI x Game Environment Guardian
by Wuhe Zou
(Netease Game)
Programming
Summer 2020
Handling Network Latency Variation in 'Modern Warfare'
by Mitchell Sanborn
(Infinity Ward)
Programming
Summer 2020
How to Dissect an Exploding Spaceship in 'Hardspace: Shipbreaker'
by Richard Harrison
(Blackbird Interactive)
Programming
Summer 2020
Lima Oscar Delta!: Scaling Content in 'Call of Duty: Modern Warfare'
by Rulon Raymond
(Infinity Ward)
Programming
GDC 2020
Bringing Replays to 'World of Tanks: Mercenaries'
by Andrew Glover
(Wargaming Sydney)
Programming
GDC 2020
Does Your Game's Performance Spark Joy? Profiling with Intel Graphics Pe...
by Carlos Dominguez
(Intel)
Programming
GDC 2020
For the Alliance! 'World of Warcraft' and Intel discuss an Optimized Aze...
by Laura Reznikov
(Intel)
Programming
GDC 2020
Game VR/AR: Make Your Game Run on Quest (and Look Pretty Too)
by Allena Hail
(Funomena)
Game VR/AR
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
Branded Marker Based AR Experiences
by Peter Oberdorfer
(TACTIC)
Brand Experience
XRDC 2019
Bringing VR Experiences to Life with the Magic of Music
by Daniel Perry
(Owlchemy Labs)
Games
XRDC 2019
Building Virtual Reality for Public Safety
by Jack Lewis
(NIST)
Safety
2019
60 Games in 6 Years: Lessons from the Modern Mobile Market
by Peter Eykemans
(Kongregate)
Mobile Summit
2019
A Dark Mind: The AI of "The Dark" in 'BELOW'
by Robin Vierich
(Capy Games)
Programming
2019
A New Era of Performance Capture with Machine Learning
by Daniel Holden
(Ubisoft Montreal)
Programming
2019
Advanced Graphics Techniques Tutorial: "Surfing the Wave(front)s with Ra...
by Dominik Baumeister
(AMD)
Programming
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'The Great C': Lessons from Creating a 37-Minute Cinematic Narrative
by Luke Van Osch
(Secret Location)
Entertainment VR/AR
VRDC @ GDC 2019
Characters to Get Immersed In: Creating the Cast of 'Blood & Truth'
by Toby Hynes
(Sony London Studio)
Game VR/AR
VRDC @ GDC 2019
Digging for Fire: Virtual Reality Gaming 2019
by Adam Orth
(Digital Sunrise)
Game VR/AR
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
XRDC 2018
Adaptive Design in MR: UX Problems and Solutions
by Jada Williams
(Microsoft)
Innovation
XRDC 2018
Cracking the Mobile AR Code: A Cross Platform Case Study
by Iman Mostafavi
(8th Wall)
Games & Entertainment
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
by Michael Stallone
(Netherrealm Games)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: "New Techniques for Accurate Real...
by Max McMullen
(Microsoft)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: GPU-Based Clay Simulation and Ray...
by Sebastian Aaltonen
(Second Order)
Programming
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'Pac-Man' HoloLens: Developing a Mixed Reality Game for a Broad Audience
by Hirofumi Motoyama
(Bandai Namco)
Game VR/AR
VRDC @ GDC 2018
Accessibility in VR: How It Can Be Better
by Andrew Eiche
(Owlchemy Labs)
Game VR/AR
VRDC @ GDC 2018
Cone Marching in VR: Developing a Fractal Experience at 90fps
by Johannes Saam
(Framestore)
Entertainment VR/AR
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
VRDC Fall 2017
'Obduction', from 2D to VR: A Postmortem and Lessons Learned
by Hannah Gamiel
(Cyan, Inc.)
Games & Entertainment
VRDC Fall 2017
A Game Designer's Overview of the Neuroscience of VR
by Noah Falstein
(The Inspiracy)
Innovation
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
GDC 2017
'Ghost Recon Wildlands': Terrain Tools and Technology
by Guillaume Werle
(Ubisoft)
Programming
GDC 2017
'Guild Wars' Microservices and 24/7 Uptime
by Stephen Clarke-Willson
(ArenaNet)
Programming
GDC 2017
'Rainbow Six Siege': Optimizing Servers for the Cloud
by Jalal El Mansouri
(Ubisoft)
Programming
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
A Year in VR: A Look Back at VR's Launch
by Colin Northway
(Northway Games)
Game VR/AR
VRDC @ GDC 2017
AAA on a VR Budget & Timeline: Tech-Centric Postmortem
by Rok Erjavec
(Crytek)
Game VR/AR
VRDC @ GDC 2017
Behind the Spherical Stage: Taking VR Storytelling Beyond Games and Movies
by Raul Rubio Munarriz
(Tequila Works)
Entertainment VR/AR
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
Behind the Scenes: Making Mixed Reality Trailers
by Kert Gartner
(kertgartner.com)
Innovation
VRDC Fall 2016
Building Interactive VR Characters in 'Gary the Gull'
by Tom Sanocki
(Limitless Ltd)
Brand Experience
VRDC Fall 2016
Creating Mixed Realities with HoloLens, Tango, and Beyond
by Aaron Pulkka
(Rabbx Inc)
Innovation
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
Create a 20 Times Faster Database Engine Optimized to MMOGs
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC Europe 2016
D: Using an Emerging Language in Quantum Break
by Ethan Watson
(Remedy Entertainment)
Programming
GDC Europe 2016
Deterministic Simulation: What Online Games Can Learn from the Game Boy
by David Salz
(Sandbox Interactive GmbH)
Programming
GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'SimCity BuildIt' - What Did I Learn as a Game Designer?
by Petri Ikonen
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
Architecting Archean: Simultaneously Building for Room-Scale and Mobile ...
by Jono Forbes
(Archean)
Entertainment VR/AR
VRDC @ GDC 2016
Audio For Cinematic VR
by Varun Nair
(Two Big Ears Ltd.)
Entertainment VR/AR
VRDC @ GDC 2016
Augmented Reality 2.0: Developing Experiences for Google Tango and Beyond
by Ralph Barbagallo
(FLARB, LLC.)
Entertainment VR/AR
GDC China 2015
"A fantastic gaming experience tailored to target players-About the deve...
by Junxiong Chen
(Netease Games)
Smartphone & Tablet Games Summit
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
- Chinese
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
GDC China 2015
Keep the Game Yourself: Behind Minecraft's silent success in China
by Yang Chen
(Joyme)
Smartphone & Tablet Games Summit
- Chinese
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC Europe 2015
License an Engine or Create Your Own?
by Dietmar Hauser
(Sproing)
Programming
GDC Europe 2015
Modular Sandbox Design: Tools and Workflows for Hitman
by Marinus Rorbech
(Io-Interactive)
Programming
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based...
by Gareth Thomas
(AMD)
Programming
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation an...
by Jon Story
(NVIDIA)
Programming
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Sparse Fluid Simulation an...
by Jon Story
(NVIDIA)
Programming
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
GDC China 2014
AI Positioning and Spatial Evaluation: A Primer
by Dam'n Isla
(The Molasses Flood)
Programming
GDC China 2014
Building Durable Mobile Franchises for the Western Market
by Weiwei Geng
(Kabam, Inc.)
Smartphone & Tablet Games Summit
- Chinese
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Developing Virtual Reality Experiences with the Oculus Rift
by Tom Forsyth
(Oculus VR)
Programming
GDC Europe 2014
Developing Virtual Reality Experiences with the Oculus Rift
by Tom Forsyth
(Oculus VR)
Programming
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC Next 2013
Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
by Shawn Hardin
(Mind Pirate)
Smartphone & Tablet Games
GDC Next 2013
Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
by Shawn Hardin
(Mind Pirate)
Smartphone & Tablet Games
GDC Next 2013
Co-op First: 10 Rules for Designing Successful Non-Zero-Sum Games
by Amy Jo Kim
(Shufflebrain)
Smartphone & Tablet Games
GDC Next 2013
COPPA - Applicability and Permitted Targeting
by Siofra Flood
(Swrve)
Smartphone & Tablet Games
GDC Europe 2013
C++ in the Browser: A Tale from the Trenches
by Andre Weissflog
(Bigpoint GmbH)
Programming
GDC Europe 2013
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
Accelerate Your Mobile Apps and Games for Android on ARM (Presented by ARM)
by Matthew Du Puy
(ARM)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC Online 2012
Bootstrapping the Infrastructure of ChefVille and Farmville 2
by Hao Chen
(Zynga)
Programming
GDC Online 2012
CityVille: Lessons Learned & Tools Used to Run a Large Social Game
by Kartik Ayyar
(Zynga)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
GDC Europe 2012
Audio: The Final Frontier of Mobile Games
by Ben Long
(Noise Buffet)
Smartphone and Tablet Games Summit
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
- Chinese
GDC China 2011
Double-Coding: Making Online Games for Both the Casual and the
Hardcore
by Damion Schubert
(Bioware Austin)
Programming
- Chinese
GDC China 2011
Double-Coding: Making Online Games for Both the Casual and the
Hardcore
by Damion Schubert
(Bioware Austin)
Programming
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
GDC Online 2011
Developing Next-Gen Flash Games with Molehill
by Jean-Philippe Doiron
(Frima Studio)
Programming
GDC Online 2011
EverQuest II Extended: Streaming a Non-Streaming Game
by Joshua Kriegshauser
(Sony Online Entertainment)
Programming
GDC Europe 2011
10 Social Design Tips to Level Up Your Mobile Game (Presented by Papaya...
by Oscar Clark
(Papaya Mobile)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC Europe 2011
Board Game Mobilization - What's Now, What's Next
by Matthias Hellmund
(Exozet Games GmbH)
Smartphone & Tablet Games Summit
GDC 2011
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
Angry Birds - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
Mobile Games
GDC China 2010
Approaching Multiple Application Stores as an Eastern Company
by Kyu C. Lee
(GAMEVIL USA, Inc.)
Mobile Games
GDC Online 2010
App Store Survival ' Launching and Sustaining a Successful Franchise
by Arash Keshmirian
(Limbic Software)
iPhone Games Summit
GDC Online 2010
Embracing Mobile Gaming: Striving to Ship Every Three Months
by Vijay Thakkar
(Zynga With Friends)
iPad Gaming Summit
GDC Online 2010
Fun Meters: Data Driven Design for TILT
by Nicole Lazzaro
(XEODesign)
iPad Gaming Summit
GDC Online 2010
Joining the INCROWD: Building a Mobile Social Game in Four Weeks
by Jon Parise
(Booyah)
iPhone Games Summit
GDC Europe 2010
Advanced Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
GDC Europe 2010
Advanced Screenspace Antialiasing
by Arne Schober
(Yager Development GmbH)
Technology
GDC Europe 2010
Living City in Mafia 2
by Jan Kratochvil
(2K Czech)
Technology
GDC Europe 2010
Rigged to Blow: Powerplay Pipeline for SplitSecond
by Matthew Rubin
(Black Rock Studio)
Technology
GDC Canada 2010
10 Tips (and more!) to Make Your iPhone Game More Successful
by Alan Martin
(Vogster Entertainment)
iPhone
GDC Canada 2010
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
A Tale of 14 Apps: IUGO's App Store Journey
by Sarah Thomson
(IUGO Mobile Entertainment)
iPhone
GDC Canada 2010
Building Game UI with WebKit
by Christopher Stott
(EA Blackbox)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC Austin/Online 2009
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
GDC Austin/Online 2009
iPort: How To Bring Any C++ Game To The iPhone
by Michael Smith
(Elecorn LLC)
iPhone Games Summit
GDC Austin/Online 2009
Next-Gen Asset Streaming Using Runtime Statistics
by David Thall
(Insomniac Games)
Programming
GDC Austin/Online 2009
Techniques for Improving Large World and Terrain Streaming
by Danie Conradie
(Trinigy)
Programming
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Prototyping
by Chris Hecker
(definition six, inc.)
Programming
GDC 2006
Best Practices for Game Development
by Grady Booch
(IBM)
Programming
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
Advanced Real-Time Rendering: Beyond Reflectance
by Dan Baker
(Firaxis)
Programming
GDC 2005
Advanced Stencil Shadow and Penumbral Wedge Rendering
by Eric Lengyel
Programming
GDC 2005
AI For Adaptive Opponents, Teammates and NPCs
by Michael Van Lent
Programming
GDC 2004
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development
by Tom Peltier
Programming
GDC 2004
Adding Spherical Harmonic Lighting to the Sushi Engine
by Leander Hasty
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2003
Advanced Real-Time Illumination Techniques
by Nathaniel Hoffman
Programming
GDC 2003
Animation Blending: Achieving Inverse Kinematics and More
Programming
GDC 2003
Animation System Implementation: What Works and What Doesn't
by Jake Simpson
Programming
GDC 2003
Automated Testing of Massively Multiplayer Games: Lessons Learned from T...
by Larry Mellon
Programming
GDC 2001
Choosing, Designing and Implementing Scripting Languages: Tales from the...
by Kevin Bruner
(Telltale)
Programming
GDC 2001
Creature Smarts: The Art and Architecture of a Virtual Brain
by Damian Isla
(Moonshot Games)
Programming
GDC 2001
Experiences in Programming Maya 3.0
by Dean Giberson
Programming
GDC 2001
FuBi: Automatic Function Exporting for Scripting and Networking
by Scott Bilas
Programming