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 2014
Aural Immersion: Audio Technology in The Last of Us
by Jonathan Lanier
(Naughty Dog, Inc.)
Audio
GDC 2014
Aural Immersion: Audio Technology in The Last of Us
by Jonathan Lanier
(Naughty Dog, Inc.)
Audio
GDC 2014
Authoring Tools Framework: Open Source from Sony's Worldwide Studios (Pr...
by Ron Little
(Sony Computer Entertainment America)
Programming
GDC 2014
Authoring Tools Framework: Open Source from Sony's Worldwide Studios (Pr...
by Ron Little
(Sony Computer Entertainment America)
Programming
GDC 2014
Characterization, Purpose and Action: Creating Strong Video Game Characters
by Jeremy Bernstein
(Freelance)
Design
GDC 2014
Characterization, Purpose and Action: Creating Strong Video Game Characters
by Jeremy Bernstein
(Freelance)
Design
GDC 2014
Ellie: Buddy AI in The Last of Us
by Max Dyckhoff
(Naughty Dog, Inc.)
Programming
GDC 2014
Ellie: Buddy AI in The Last of Us
by Max Dyckhoff
(Naughty Dog, Inc.)
Programming
GDC 2014
In-Game and Cinematic Lighting of The Last of Us
by Vivian Ding
(Naughty Dog Inc.)
Visual Arts
GDC 2014
In-Game and Cinematic Lighting of The Last of Us
by Vivian Ding
(Naughty Dog Inc.)
Visual Arts
GDC 2014
Level Design in a Day: The Last of Us: Casting Shadows
by Elisabetta Silli
(Naughty Dog)
Design
GDC 2014
Level Design in a Day: The Last of Us: Casting Shadows
by Elisabetta Silli
(Naughty Dog)
Production
GDC 2014
Level Design in a Day: The Last of Us: Casting Shadows
by Elisabetta Silli
(Naughty Dog)
Design
GDC 2014
Moving the Heavens: An Artistic and Technical Look at the Skies of The L...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2014
Moving the Heavens: An Artistic and Technical Look at the Skies of The L...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2014
Moving the Heavens: An Artistic and Technical Look at the Skies of The L...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2014
Surface Tension: Liquid Effects in The Last of Us
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2014
Surface Tension: Liquid Effects in The Last of Us
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2014
Surface Tension: Liquid Effects in The Last of Us
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2014
The Last of Us: Human Enemy AI
by Travis McIntosh
(Naughty Dog, Inc.)
Design
GDC 2014
The Last of Us: Human Enemy AI
by Travis McIntosh
(Naughty Dog, Inc.)
Programming
GDC 2014
Unsynced: The Last of Us Melee System
by Anthony Newman
(Naughty Dog, Inc.)
Programming
GDC 2014
Unsynced: The Last of Us Melee System
by Anthony Newman
(Naughty Dog, Inc.)
Programming