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 2017
4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
by Graham Wihlidal
(Frostbite Labs, Electronic Arts)
Programming
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Crash Course in Online Features for Programmers
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC 2017
Creating a Tools Pipeline for 'Horizon: Zero Dawn'
by Dan Sumaili
(Guerrilla Games)
Programming
GDC 2017
Creating Complex AI Behavior in 'Stellaris' Through Data Driven Design
by Mehrnaz Amanat Bari
(Paradox Interactive)
Programming
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2017
Data Binding Architectures for Rapid UI Creation in Unity
by Stephan Dilly
(InnoGames GmbH)
Programming
GDC 2017
Deterministic vs. Replicated AI: Building the Battlefield of 'For Honor'
by Xavier Guilbeault
(Ubisoft)
Programming
GDC 2017
Do You Copy? Dialog System and Tools in 'Firewatch'
by William Armstrong
(Unity Technologies)
Programming
GDC 2017
Efficient Texture Streaming in 'Titanfall 2'
by Chad Barb
(Respawn Entertainment)
Programming
GDC 2017
FrameGraph: Extensible Rendering Architecture in Frostbite
by Yuriy O'Donnell
(Frostbite / Electronic Arts)
Programming
GDC 2017
Geometry Caching Optimizations
by Zabir Hoque
(Epic Games)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
How to Write an Audio Engine, Part Two
by Guy Somberg
(Echtra Inc.)
Programming
GDC 2017
Insomniac's Web Tools: A Postmortem
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
It's All in the Hands: VR Animation and Locomotion Systems in 'Lone Echo'
by Jacob Copenhaver
(Ready At Dawn)
Programming
GDC 2017
Math for Game Programmers: Dark Secrets of the RNG
by Shay Pierce
(Dire Wolf Digital)
Programming
GDC 2017
Math for Game Programmers: Predictable Projectiles
by Chris Stark
(Robot Entertainment)
Programming
GDC 2017
Math for Game Programmers: Ranking Systems: Elo, TrueSkill and Your Own
by Mario Izquierdo
(Twitch Interactive)
Programming
GDC 2017
Modify Everything! Data-Driven Dynamic Gameplay Effects on 'For Honor'
by Aurelie Le Chevalier
(Ubisoft)
Programming
GDC 2017
Networking Scripted Weapons and Abilities in 'Overwatch'
by Dan Reed
(Blizzard Entertainment)
Programming
GDC 2017
PBR Diffuse Lighting for GGX+Smith Microsurfaces
by Earl Hammon, Jr.
(Respawn Entertainment)
Programming
GDC 2017
Replicating Chaos: Vehicle Replication in 'Watch Dogs 2'
by Matt Delbosc
(Ubisoft Toronto)
Programming
GDC 2017
Simple and Powerful Animation Compression
by Nicholas Frechette
(Eidos-Montreal)
Programming
GDC 2017
Stop Killing Our Servers!
by Sela Davis
(VREAL)
Programming
GDC 2017
The Data Building Pipeline of 'Overwatch'
by David Clyde
(Blizzard Entertainment)
Programming
GDC 2017
The Evolution of Rodeo in 'Titanfall'
by Chin Xiang Chong
(Respawn Entertainment)
Programming
GDC 2017
The Science of Off-Roading: 'Uncharted 4's' 4x4
by Edward Pereira
(Naughty Dog)
Programming
GDC 2017
Tree's Company: Systemic AI Design in 'Just Cause 3'
by Robert Meyer
(Avalanche Studios)
Programming