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
2019
Advanced Graphics Techniques Tutorial: Efficient Rendering in 'The Divis...
by Calle Lejdfors
(Ubisoft Massive)
Programming
2019
Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GP...
by Alen Ladavac
(Croteam)
Programming
2019
Automated Testing of Gameplay Features in 'Sea of Thieves'
by Robert Masella
(Rare, Ltd.)
Programming
2019
Automated Testing: Using AI Controlled Players to Test 'The Division'
by Jose Paredes
(Ubisoft)
Programming
2019
Back to the Future! Working with Deterministic Simulation in 'For Honor'
by Jennifer Henry
(Ubisoft Montreal)
Programming
2019
Balancing Nightmares: An AI Approach to Balance Games with Overwhelming ...
by Kazuko Manabe
(Square Enix Co., Ltd.)
Programming
2019
Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
by Peter Dalton
(Bluepoint Games)
Programming
2019
Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'
by Doug Sheahan
(Insomniac Games)
Programming
2019
Content Fueled Gameplay Programming in 'Frostpunk'
by Aleksander Kauch
(11 bit studios)
Programming
2019
Controller to Display Latency in 'Call of Duty'
by Akimitsu Hogge
(Activision)
Programming
2019
Disintegrating Meshes with Particles in 'God of War'
by Rupert Renard
(Sony Santa Monica Studio)
Programming
2019
Evolving Combat in 'God of War' for a New Perspective
by Mihir Sheth
(Sony Santa Monica Studio)
Programming
2019
GPU Driven Rendering and Virtual Texturing in 'Trials Rising'
by Oleksandr Drazhevskyi
(Ubisoft)
Programming
2019
It Just Works: Ray-Traced Reflections in 'Battlefield V'
by Jan Schmid
(EA Dice AB)
Programming
2019
Math for Game Developers: Dynamic Bounding Volume Hierarchies
by Erin Catto
(Blizzard Entertainment)
Programming
2019
Math for Game Developers: End-to-End Procedural Generation in 'Caves of ...
by Brian Bucklew
(Freehold Games)
Programming
2019
Math for Game Developers: Inside Neural Networks
by Michael Buttner
(Unity Technologies)
Programming
2019
Math for Game Developers: Procedural Mesh Animation with Non-Linear Tran...
by Michael Austin
(Hidden Path Entertainment)
Programming
2019
Math for Game Developers: Tile-Based Map Generation using Wave Function ...
by Brian Bucklew
(Freehold Games)
Programming
2019
Math for Game Developers: Understanding and Tracing Numerical Errors in C++
by Gino van den Bergen
(Dtecta)
Programming
2019
ML Tutorial Day: Beating Wallhacks using Deep Learning with Limited Reso...
by Junsik Hwang
(Nexon Korea)
Programming
2019
ML Tutorial Day: From Motion Matching to Motion Synthesis, and All the H...
by Fabio Zinno
(Electronic Arts)
Programming
2019
ML Tutorial Day: Machine Learning for Everyday Programming
by Angelo Pesce
(Activision)
Programming
2019
ML Tutorial Day: Smart Bots for Better Games: Reinforcement Learning in ...
by Olivier Delalleau
(Ubisoft)
Programming
2019
ML Tutorial Day: Towards Deep Generative Models in Game Development
by Jorge del Val
(EA SEED)
Programming
2019
Not-So-Little Light: Bringing 'Destiny 2' to HDR Displays
by Kevin Todisco
(Vicarious Visions)
Programming
2019
Physically-Based Calibration: Accurate Material Production in 'Forza Hor...
by Yibo Liu
(Playground Games)
Programming
2019
Procedural Generation of Cinematic Dialogues in 'Assassin's Creed Odyssey'
by Francois Paradis
(Ubisoft Quebec)
Programming
2019
Procedurally Crafting Manhattan for 'Marvel's Spider-Man'
by David Santiago
(Insomniac Games)
Programming
2019
Scalable Real-Time Global Illumination for Large Scenes
by Anton Yudintsev
(Gaijin Entertainment)
Programming
2019
Spatial Audio in 'Budget Cuts': A VR Stealth Game
by Lakulish Antani
(Valve Software)
Programming
2019
The Future of Scene Description on 'God of War'
by Koray Hagen
(Sony Santa Monica Studio)
Programming
2019
The Indirect Lighting Pipeline of 'God of War'
by Josh Hobson
(Sony Santa Monica Studio)
Programming
2019
Tools Tutorial Day: Analyzing for Workflow Reduction: From Many to One t...
by Philip Bloom
(Machine Zone)
Programming
2019
Tools Tutorial Day: Perfecting Workflows: Tool Development to Empower De...
by Linda Kruse
(the Good Evil GmbH)
Programming
2019
Tools Tutorial Day: Shipping Features Responsibly
by Geoff Evans
(Infinity Ward)
Programming
2019
Tools Tutorial Day: The System of Tools: Reducing Frustration in a Daily...
by Laura Teeples
(343 Industries)
Programming
2019
Wind Simulation in 'God of War'
by Rupert Renard
(Sony Santa Monica Studio)
Programming