Game Developers Conference 2024
'Creed: Rise To Glory' Postmortem: Navigating the Six-Year Evolution of VR
by Sylvie Sherman
(Survios)
Programming
Game Developers Conference 2024
'Crystal of Atlan': Cross-Server Architecture Design and Optimization (P...
by Shuangxing Gao
(ByteDance)
Programming
Game Developers Conference 2024
'Destiny 2': Weaving Music Between Activities and the Open World
by Pete Kugler
(Bungie)
Programming
Game Developers Conference 2024
'Minecraft' Players at the Center of the Universe of Big Data (Presented...
by Francisco Rius
Programming
Game Developers Conference 2023
'God of War Ragnarok's' Visual Scripting Solution
by Sam Sternklar
(Santa Monica Studio)
Programming
Game Developers Conference 2023
'Us vs. Them' and the LaserDisc Debacle of 1984
by Warren Davis
(Independent)
Programming
Game Developers Conference 2023
Achieving High-Quality 90fps Realism in a Mobile Game, Technically and V...
by Zhi Liang
(Netease)
Programming
Game Developers Conference 2023
Achieving Real-Time Ray Tracing on Xbox with Unity and DirectX 12 (Prese...
by Adam Miles
(Microsoft)
Programming
Game Developers Conference 2022
'Knockout City's' Parallel, Deterministic, and Rewindable Entity System
by Chris McEvoy
(Velan Studios)
Programming
Game Developers Conference 2022
A Good Guerilla Is a Hidden Guerilla: Improving Stealth in 'Far Cry 6'
by Rich Welsh
(Ubisoft Toronto)
Programming
Game Developers Conference 2022
A Guided Tour of Blackreef: Rendering Technologies in Deathloop (Present...
by Gilles Marion
(Arkane Lyon)
Programming
Game Developers Conference 2022
A Quick Guide to Intel's Ray Tracing Hardware (Presented by Intel)
by Holger Gruen
(Intel Corporation)
Programming
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
Showcase 2021
Ask Me Anything: Q&A with Yacht Club Games' David D'Angelo
by David D'Angelo
(Yacht Club Games)
Programming
Showcase 2021
Quad Mesh Simplification in Frostbite
by Ashton Mason
(Electronic Arts)
Programming
Showcase 2021
Replicating Chaos: Vehicle Replication in 'Watch Dogs 2'
by Matt Delbosc
(Ubisoft Toronto)
Programming
Showcase 2021
The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns'
by Francois Alliot
(Nerial)
Programming
Summer 2020
Ask Me Anything: Game Programming Q&A with Squirrel Eiserloh
by Squirrel Eiserloh
(SMU Guildhall)
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
Imitation Learning: Building Practical Agents to Test and Explore a Firs...
by Igor Borovikov
(EA)
Programming
GDC 2020
'Witcher 3' on the Nintendo Switch: CPU & Memory Optimization (Presented...
by Roman Lebedev
(Saber Interactive Inc.)
Programming
GDC 2020
Applying Reinforcement Learning to Develop Game AI in Netease Games
by Renjie Li
(Netease)
Programming
GDC 2020
Arm Mobile Studio: Providing Insights Into Graphics Performance Issues (...
by Ramnath Swamy
(Arm)
Programming
GDC 2020
Bleeding-Edge Effects on Mobile
by Andy Saia
(Level Ex)
Programming
2019
"Alexa, Give Your Game a Voice" (Presented by Amazon)
by Chris Morrow
(Alexa Games)
Programming
2019
"Shadows" of the Tomb Raider: Ray Tracing Deep Dive (Presented by NVIDIA)
by Jon Story
(NVIDIA)
Programming
2019
'Marvel's Spider-Man': A Technical Postmortem
by Elan Ruskin
(Insomniac Games)
Programming
2019
A Dark Mind: The AI of "The Dark" in 'BELOW'
by Robin Vierich
(Capy Games)
Programming
GDC 2018
"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Pr...
by Alexey Panteleev
(NVIDIA)
Programming
GDC 2018
'Middle-earth: Shadow of War': Asset Pipeline Growing Pains
by Doug Heimer
(Monolith Productions)
Programming
GDC 2018
8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
by Michael Stallone
(Netherrealm Games)
Programming
GDC 2018
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2017
'Destiny' Shader Pipeline
by Natalya Tatarchuk
(Bungie)
Programming
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 Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
Automatically Scaling Backend Architecture with Microservices
by Kevin Daniel Setiono
(OnlineFussballManager GmbH)
Programming
GDC Europe 2016
Create a 20 Times Faster Database Engine Optimized to MMOGs
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC Europe 2016
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Assassin's Creed Syndicate: London' Wasn't Built in a Day
by Damien Bastian
(Ubisoft)
Programming
GDC 2016
'Borderlands': The Pre-Sequel on Android - AAA Porting with NVIDIA CodeW...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2016
Advanced Ambient Occlusion Methods for Modern Games (presented by NVIDIA)
by Andrei Tatarinov
(NVIDIA)
Programming
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: Precomputed Realtime Globa...
by Kuba Cupisz
(Unity)
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
AI Positioning and Spatial Evaluation: A Primer
by Dam'n Isla
(The Molasses Flood)
Programming
- Chinese
GDC China 2014
Diving into VR World with Oculus
by Homin Lee
(OculusVR)
Programming
- Chinese
GDC China 2014
Scope control on Assassin's Creed 4: Black Flag
by Julien Desaulniers
(Ubisoft Montreal)
Programming
- 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
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC Europe 2013
C++ in the Browser: A Tale from the Trenches
by Andre Weissflog
(Bigpoint GmbH)
Programming
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
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
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
Advanced Visual Effects with DirectX 11: D3D11 Deferred Contexts
by Bryan Dudash
(NVIDIA)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: DirectCompute for Gaming
by Stephan Hodes
(AMD)
Programming
GDC Online 2012
Bootstrapping the Infrastructure of ChefVille and Farmville 2
by Hao Chen
(Zynga)
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
CityVille: Lessons Learned & Tools Used to Run a Large Social Game
by Kartik Ayyar
(Zynga)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic 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
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
- Chinese
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
- Chinese
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
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
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
EA Sports Football Club: Moving Millions of FIFA Players into the Cloud
by Kallol Mitra
(Electronic Arts Canada)
Programming
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC Europe 2011
Crysis 2 Multiplayer : A Programmer's Postmortem
by Peter Hall
(Crytek)
Programming
GDC Europe 2011
Host, Scale and Manage Big Games
by Jonathan Weiss
(Peritor GmbH)
Programming
GDC Europe 2011
Inside Tibia - The Technical Infrastructure of an MMORPG
by Matthias Rudy
(CipSoft)
Programming
GDC 2011
Adaptive Order Independent Transparency: A Fast and Practical Approach t...
by Marco Salvi
(Intel Corporation)
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 Online 2010
Big Wars ' 256-Player Real-Time Multiplayer Server Architecture
by Lin Luo
(Independent)
Programming
GDC Online 2010
Building a Massive Game Service in the Cloud
by Luke Rajlich
(Zynga)
Programming
GDC Online 2010
Building Social Flash Games with an Open Source Engine: PushButton Engin...
by Ben Garney
(PushButton Labs)
Programming
GDC Online 2010
MMO 101: Building Disney's Server System
by Roger Hughston
(Disney Online Studios)
Programming
GDC Europe 2010
3D Development Engine Shootout
by Mark Rein
(Epic Games)
Technology
GDC Europe 2010
Advanced DirectX 11: DirectCompute by Example
by Jason Yang
(Advanced Micro Devices)
Technology
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 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
Animation and Player Control in Uncharted: Drake's Fortune and Uncharted...
by Travis McIntosh
(Naughty Dog Inc.)
Programming
GDC 2010
Animation and Player Control in Uncharted: Drake's Fortune and Uncharted...
by Travis McIntosh
(Naughty Dog Inc.)
Programming
GDC Austin/Online 2009
Casual Game Development for AAA Teams
by Rafhael Cedeno
(Multiverse)
Programming
GDC Austin/Online 2009
Come and See the Elephant - Challenges Encountered Growing an MMO
by Bill Dalton
(BioWare Austin)
Programming
GDC Austin/Online 2009
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
GDC Austin/Online 2009
Defending the Realm: Resisting Exploits and Hacks to MMOs and Other Onli...
by Jason Spangler
(BioWare / Electronic Arts)
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
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC 2009
CUDA and Multi-Core Gaming: Lessons from Gamebryo Floodgate - Nvidia
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2009
Directing the Prince Of Persia Camera: A Sustainable Development Approach
by Jonathan Bard
(Ubisoft Montreal)
Programming
GDC 2009
Drop-In COOP for Open World Games
by Glenn Fiedler
(Sony Santa Monica)
Programming
GDC 2009
Global Illumination in SONIC UNLEASHED
by Yoshihisa Hashimoto
(Sega Corporation)
Programming
GDC 2008
A Believable Character Postmortem: Motion Capture on the Virtual Set of ...
by Parag Havaldar
(Sony Pictures Imageworks)
Programming
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
GDC 2008
Automating Regression Discovery: Finding the Wrenches in the GEARS OF WAR
by Martin Sweitzer
(Epic Games Inc)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D Tricks: Engineering Innovation on the Nintendo DS
by Chuck Homic
(Vicarious Visions)
Programming
GDC 2007
MotorStorm : A Crash Course in Applied Physics
by Scott Kirkland
(Evolution Studios)
Programming
GDC 2007
Automatic Generation of Dynamics Models
by John Ratcliff
(Simutronics Corporation)
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
Building Project Gotham Racing 3: An Xbox 360 Postmortem
by Gareth Wilson
(Bizarre Creations)
Programming
GDC 2006
Collada for Playstation3
by Richard Stenson
(Sony Computer Entertainment America)
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
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
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
BSP Collision Detection As Used In MDK2 and NeverWinter Nights
by Stan Melax
(BioWare)
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 2000
Half-Life and Team Fortress Networking
by Yahn Bernier
Programming
GDC 2000
It's Great to be Back! Fast Code, Game Programming, and Other Thoughts f...
by Michael Abrash
(Rad Game Tools)
Programming
GDC 2000
Programming Keynote: New Pioneers at the Graphics Frontier
by Kurt Akeley
Programming
GDC 2000
Tricks of the Programming Trade
by Jon Bentley
Programming
GDC 1998
Blazing Fast Code
by Jon Bentley
Programming
GDC 1998
Collision Detection in Pac-Man Ghost Zone: Collision Techniques in a 3D ...
by Gilbert Colgate
Programming
GDC 1998
Database Development for Real-Time 3D Games: A View from Both Sides
by Gjon Camaj
Programming
GDC 1998
Developing for DirectArcade
by Matt Saettler
Programming
GDC 1997
Excerpt: Quake Postmortem - Optimizing Level Viewing
by Michael Abrash
(Rad Game Tools)
Programming
GDC 1997
Excerpt: Quake Postmortem - Polygons As Blobs
by Michael Abrash
(Rad Game Tools)
Programming
GDC 1997
Impromptu Session: AI Discussion
by Michael Abrash
(Rad Game Tools)
Programming
GDC 1997
Representing Artificial Personalities
by Michael Abrash
(Rad Game Tools)
Programming