GDC 2018
Beyond 'Killzone': Creating New AI Systems for 'Horizon Zero Dawn'
by Julian Berteling
(Guerrilla Games)
AI Summit
GDC 2018
Expanding Animation and Design Capabilities in Post-Launch 'Battlefield 1'
by Ryan Duffin
(EA DICE)
Visual Arts
GDC 2018
Hierarchical Dynamic Pathfinding for Large Voxel Worlds
by Benoit Alain
(Sauropod Studio)
Programming
GDC 2018
Hierarchical Dynamic Pathfinding for Large Voxel Worlds
by Benoit Alain
(Sauropod Studio)
Programming
GDC 2018
Level Design Workshop: Set this Game in Order: Organizing Hundreds of Le...
by Nathan Fouts
(Mommy's Best Games)
Design
GDC 2018
Level Design Workshop: Set this Game in Order: Organizing Hundreds of Le...
by Nathan Fouts
(Mommy's Best Games)
Design
GDC 2018
Plot and Parcel: Procedural Level Design in 'XCom 2'
by Brian Hess
(Firaxis Games)
Design
GDC 2018
Plot and Parcel: Procedural Level Design in 'XCom 2'
by Brian Hess
(Firaxis Games)
Design
GDC 2018
Understanding Your Enemy: A Mathematical Approach to Unit Analysis
by Leif Walter
(Creative Assembly)
Design