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 2017
'Hyper Light Drifter': Secrets of Kickstarter, Design, & Pizza
by Teddy Dief
(Heart Machine)
Programming
GDC 2017
'Overwatch' Gameplay Architecture and Netcode
by Timothy Ford
(Blizzard Entertainment)
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
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Cinematic Depth of Field" & "Advanced Particle ...
by Richard Tonge
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: How to Thrive on the Bleeding Edge Whilst Avoidi...
by Jurjen Katsman
(Nixxes)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
Build Mobile and Voice Games with Google (Presented by Google)
by Abe Haskins
(Google)
Programming
GDC 2017
Build Resilient Online Games with Amazon GameLift (Presented by Amazon L...
by Chris Byskal
(Amazon)
Programming
GDC 2017
Building a Scalable AAA Game Engine (Presented by Amazon Lumberyard)
by Hao Chen
(Amazon)
Programming
GDC 2017
Building Worlds Using Math(s)
by Sean Murray
(Hello Games)
Programming
GDC 2017
Cold, Hard Cache: Insomniac's Cache Simulator
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2017
Continuous World Generation in 'No Man's Sky'
by Innes McKendrick
(Hello 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
Creating Interactive Film Scripts for 3D Adventures with Ink
by Joseph Humfrey
(inkle Ltd)
Programming
GDC 2017
Creation of Planet-Scale Shared Augmented Realities: 'Pokemon GO' and 'I...
by Edward Wu
(Niantic)
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
DirectX 12 Case Studies (Presented by NVIDIA)
by Holger Gruen
(NVIDIA)
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
From DCC to Pixels in Seconds: Rapid and Continuous Iteration in Lumbery...
by Nicholas Lawson
(Amazon)
Programming
GDC 2017
Game Physics on the GPU with PhysX 3.4 (Presented by NVIDIA)
by Kier Storey
(NVIDIA)
Programming
GDC 2017
Geometry Caching Optimizations
by Zabir Hoque
(Epic Games)
Programming
GDC 2017
Get the Most from Vulkan in Unity with Practical Examples from Infinite ...
by Mikko Strandborg
(Unity Technologies)
Programming
GDC 2017
Getting Productivity from Play: How Ubisoft Is Making Better Tools by Us...
by David Lightbown
(Ubisoft)
Programming
GDC 2017
High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)
by Ryan Vance
(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 GitHub Works with Unity (Presented by GitHub)
by Andreia Gaita
(GitHub)
Programming
GDC 2017
How to Scale from Simple to Complex Atlas Workflows with the New 2D Spri...
by Paul Tham
(Unity Technologies)
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
Integrating Amazon APIs in Unity (Presented by Amazon)
by Peter Heinrich
(Amazon)
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
Lessons Learned Creating UI for 'The Division'
by Christian Savoie
(Massive Entertainment - a Ubisoft Studio)
Programming
GDC 2017
Math for Game Programmers: B-Rep for Triangulated Polyhedra
by Gino van den Bergen
(dtecta)
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: Harmonic Functions and Mean-Value
by Nicholas Vining
(Gaslamp Games)
Programming
GDC 2017
Math for Game Programmers: Noise-Based RNG
by Squirrel Eiserloh
(SMU Guildhall)
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
Math for Game Programmers: Solving Nintendo's CodinGame Challenge
by Mike Acton
(Insomniac Games)
Programming
GDC 2017
Math for Game Programmers: The Math of Deep Learning
by Alex Champandard
(creative.ai)
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
NVIDIA Aftermath: A New Way of Debugging Crashes on the GPU (Presented b...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
NVIDIA Vulkan Update (Presented by NVIDIA)
by Mathias Schott
(NVIDIA)
Programming
GDC 2017
Open Source Game Analytics Powered by AWS (Presented by Amazon)
by Yali Sassoon
(Snowplow)
Programming
GDC 2017
PBR Diffuse Lighting for GGX+Smith Microsurfaces
by Earl Hammon, Jr.
(Respawn Entertainment)
Programming
GDC 2017
Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV
by Prasert Prasertvithyakarn
(Square Enix)
Programming
GDC 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and g...
by Ken Russell
(Google)
Programming
GDC 2017
Real-Time Rendering Advances from NVIDIA Research (Presented by NVIDIA)
by Chris Wyman
(NVIDIA)
Programming
GDC 2017
Recruiting and Retaining Young Programming Talent: Beyond Salary and Perks
by Tom Carbone
(FIEA)
Programming
GDC 2017
Refocusing on VR Innovation: Can Standards Simplify Cross-Platform Virtu...
by Devin Reimer
(Owlchemy Labs)
Programming
GDC 2017
Remastering 'Day of the Tentacle' and 'Grim Fandango'
by Oliver Franzke
(Double Fine Productions)
Programming
GDC 2017
Rendering Low LOD Cars at Lightning Speed in 'Forza Motorsport 6'
by Gustavo Nunes
(Microsoft)
Programming
GDC 2017
Replay Technology in 'Overwatch': Kill Cam, Gameplay, and Highlights
by Philip Orwig
(Blizzard Entertainment)
Programming
GDC 2017
Replicating Chaos: Vehicle Replication in 'Watch Dogs 2'
by Matt Delbosc
(Ubisoft Toronto)
Programming
GDC 2017
Running a Virtual World via ECS (Presented by Amazon)
by Tara Hernandez
(Linden Lab)
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
Succeed with Streamers Using Lumberyard's Twitch Integrations (Presented...
by Ross Gardner
(Amazon)
Programming
GDC 2017
Take Advantage of NVIDIA Ansel Photo Mode and GeForce Platform Features ...
by Halldor Fannar
(NVIDIA)
Programming
GDC 2017
Technical Direction: Communication, ROI and Triage
by Mike Acton
(Insomniac Games)
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 Future of Eye Tracking Technology (Presented by Tobii)
by Joakim Carlen
(Tobii)
Programming
GDC 2017
The Future of Rendering in Unity (Presented by Unity Technologies)
by Tim Cooper
(Unity Technologies)
Programming
GDC 2017
The Science of Off-Roading: 'Uncharted 4's' 4x4
by Edward Pereira
(Naughty Dog)
Programming
GDC 2017
The Witness on Android: Postmortem (Presented by NVIDIA)
by Denis Barkar
(NVIDIA)
Programming
GDC 2017
Toward Film-Like Pixel Quality in Real-Time Games (Presented by Amazon L...
by Hao Chen
(Amazon)
Programming
GDC 2017
Tree's Company: Systemic AI Design in 'Just Cause 3'
by Robert Meyer
(Avalanche Studios)
Programming
GDC 2017
Vulkan Game Development on Mobile (Presented by The Khronos Group)
by Alen Ladavac
(Croteam)
Programming
GDC 2017
Vulkan on Desktop Deep Dive (Presented by The Khronos Group)
by Dan Baker
(Oxide Games)
Programming
GDC 2017
When Vulkan was One: Looking Back, Looking Ahead (Presented by The Khron...
by Alon Or-bach
(Samsung R&D)
Programming