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
Intel ISPC in Unreal Engine 4: A Peek Behind the Curtain (Presented by I...
by Jeff Rous
(Intel)
Programming
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
2019
Advanced Graphics Techniques Tutorial: Breaking Down Barriers: An Introd...
by Matt Pettineo
(Ready at Dawn)
Programming
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
GDC 2018
Advanced Graphics Techniques Tutorial: The Elusive Frame Timing: A Case ...
by Alen Ladavac
(Croteam)
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 2017
'Rainbow Six Siege': Optimizing Servers for the Cloud
by Jalal El Mansouri
(Ubisoft)
Programming
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
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
GDC 2016
Advanced Graphics Techniques Tutorial Day: Developing The Northlight Eng...
by Ville Timonen
(Remedy Games)
Programming
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
- Chinese
GDC China 2015
Rendering performance optimization of MOONLIGHT BLADE
by weibo xie
(Tencent Technology (Shanghai) Co., Ltd.)
Programming
GDC China 2015
Rendering performance optimization of MOONLIGHT BLADE
by weibo xie
(Tencent Technology (Shanghai) Co., Ltd.)
Programming
- 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
Diving into VR World with Oculus
by Homin Lee
(OculusVR)
Programming
- Chinese
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
Efficient Usage of Compute Shaders on Xbox One and PS4
by Alexis Vaisse
(Ubisoft Montpellier)
Programming
GDC Europe 2014
Facial Appearance Scanning Using Machine Vision
by Andy Bastable
(Rare Ltd.)
Programming
GDC 2014
A/B Testing for Game Design Iteration: A Bayesian Approach
by Steven Collins
(Swrve)
Programming
GDC 2014
Achieving the Best Performance with IA Graphics, Tips, Tricks, and Cleve...
by Blake Taylor
(Intel Corp)
Programming
GDC 2014
Adding High-End Graphical Effects to GT Racing 2 on Android x86. (Presen...
by Adrian Voinea
(Gameloft)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Compute-Based GPU Particle Systems
by Gareth Thomas
(AMD)
Programming
GDC Europe 2013
OpenGL ES 3.0 - Challenges and Opportunities
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Programming
GDC Europe 2013
PlayStation Shading Language for PS4
by Richard Stenson
(SCEA R&D)
Programming
GDC Europe 2013
The User Experience of Game Development Tools
by David Lightbown
(Ubisoft)
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 2013
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Online 2012
Creatively Bypassing the Limitations of HTML5 as a Gaming Platform (Avai...
by Kevin Moot
(The Nerdery)
Programming
GDC Online 2012
Lag Sucks: Making Online Gaming Faster with NoSQL, and without Breaking ...
by RJ Lorimer
(Electrotank Inc.)
Programming
GDC Online 2012
Simultaneous iOS and Android Development with Unity3D
by Ralph Barbagallo
(FLARB LLC)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC Europe 2012
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
GDC Europe 2012
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
GDC Europe 2012
Forward Rendering Pipeline for Modern GPUs
by Jay McKee
(AMD)
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 Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
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
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
- Chinese
GDC China 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
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
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
GDC China 2011
Double-Coding: Making Online Games for Both the Casual and the
Hardcore
by Damion Schubert
(Bioware Austin)
Programming
- Chinese
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
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
Hotspots Flops and uOps (Presented by Intel)
by Levent Akyil
(Intel)
Programming
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 Online 2010
MMO 101: Building Disney's Server System
by Roger Hughston
(Disney Online Studios)
Programming
GDC Online 2010
Scalability for Social Games: YOVILLE, MAFIA WARS and FARMVILLE
by Robert Zubek
(Zynga)
Programming
GDC Online 2010
The FIFA Ultimate Team at REST: How Any Online Game Can
Benefit from R...
by Harold Chaput
(Electronic Arts Canada)
Programming
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
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
Building Game UI with WebKit
by Christopher Stott
(EA Blackbox)
Programming
GDC Canada 2010
Forza Motorsport 3 Audio: Design, Process and Pipeline
by Greg Shaw
(Turn 10 Studios, Microsoft)
Programming
GDC Canada 2010
Forza Motorsport 3 Audio: Design, Process and Pipeline
by Greg Shaw
(Turn 10 Studios, Microsoft)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC Austin/Online 2009
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
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 Austin/Online 2009
Texturing Massive Terrain
by Colt McAnlis
(Blizzard)
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
(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
Best Practices for Game Development
by Grady Booch
(IBM)
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 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
Programming
GDC 2004
Beyond Finite State Machines: Managing Complex, Intermixing Behavior H...
by Joseph W. Popinski III
Programming
GDC 2004
Building a Million Particle System
by Cheryl Jackson
Programming