Game Developers Conference 2025
'Delta Force': Performant High-Quality Terrain and Biome Technology for ...
by Hang Jiao
(Tencent Games)
Programming
Game Developers Conference 2025
Advanced Graphics Summit: Path Tracing Deep Dive: 'Indiana Jones and the...
by Ivan Povarov
(NVIDIA)
Advanced Graphics Summit
Game Developers Conference 2025
Advanced Physics in 'ASTRO BOT'
by Takumi Yoshida
(Sony Interactive Entertainment)
Programming
Game Developers Conference 2025
PUBG MOBILE: Creating A Fully Destructible World On Mobile (Presented by...
by Chao Yuan
(LIGHTSPEED STUDIOS)
Programming
Game Developers Conference 2023
AI Summit: Living in Procedural Worlds: Creature Movement and Spawning i...
by Arta Seify
(Inflexion Games Inc.)
AI Summit
Game Developers Conference 2023
AI Summit: Living in Procedural Worlds: Creature Movement and Spawning i...
by Arta Seify
(Inflexion Games Inc.)
AI Summit
Game Developers Conference 2023
From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite
by Julien Keable
(Electronic Arts)
Programming
Game Developers Conference 2022
Advanced Graphics Summit: Designing the Terrain System of 'Flight Simula...
by Lionel Fuentes
(Asobo Studio)
Advanced Graphics Summit
Game Developers Conference 2022
Advanced Graphics Summit: Designing the Terrain System of 'Flight Simula...
by Lionel Fuentes
(Asobo Studio)
Advanced Graphics Summit
Game Developers Conference 2022
Pathing in 'Age of Empires IV': Flow Fields and Steering Behaviors
by Frank Cheng
(Microsoft, World's Edge)
Programming
Game Developers Conference 2021
Advanced Graphics Summit: Boots on the Ground: The Terrain of 'Call of D...
by JT Hooker
(Treyarch)
Advanced Graphics Summit
Game Developers Conference 2021
AI Summit: 'Death Stranding': An AI Postmortem
by Eric Johnson
(Kojima Productions)
AI Summit
Game Developers Conference 2021
Zen of Streaming: Building and Loading 'Ghost of Tsushima'
by Adrian Bentley
(Sucker Punch Productions)
Programming
Game Developers Conference 2021
Zen of Streaming: Building and Loading 'Ghost of Tsushima'
by Adrian Bentley
(Sucker Punch Productions)
Programming
2019
"Hot New Terrain Features and the Road Ahead" & "Intro to Deep Learning ...
by Chad Foxglove
(Unity Technologies)
Visual Arts
2019
Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GP...
by Alen Ladavac
(Croteam)
Programming
2019
Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GP...
by Alen Ladavac
(Croteam)
Programming
2019
Math for Game Developers: End-to-End Procedural Generation in 'Caves of ...
by Brian Bucklew
(Freehold Games)
Programming
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Grounding Wildlife in the Mountains of Far Cry 4
by Julien Pelletier
(Ubisoft)
Visual Arts
GDC 2015
The Year in F2P Games, Part Two: Beyond Social/Mobile
by Frank Cartwright
(Reloaded Games Inc.)
Free to Play Summit
GDC 2014
Advanced Visual Effects with DirectX 11: DX11 Software Tessellation
by John Kloetzli
(Firaxis)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: DX11 Software Tessellation
by John Kloetzli
(Firaxis)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: DX11 Software Tessellation
by John Kloetzli
(Firaxis)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: From Terrain to Godrays - Bette...
by Andrei Tatarinov
(NVIDIA)
Programming
GDC 2013
Spaces in the Sandbox: Tactical Awareness in Open World Games
by Mika Vehkala
(IO Interactive A/S)
AI Summit
GDC 2013
Spaces in the Sandbox: Tactical Awareness in Open World Games
by Mika Vehkala
(IO Interactive A/S)
AI Summit
GDC 2013
Spaces in the Sandbox: Tactical Awareness in Open World Games
by Mika Vehkala
(IO Interactive A/S)
AI Summit
GDC 2012
Situational Awareness: Terrain Reasoning for Tactical Shooter AI
by Nick Bamford
(Slant Six Games)
AI Summit
GDC 2012
Situational Awareness: Terrain Reasoning for Tactical Shooter AI
by Nick Bamford
(Slant Six Games)
AI Summit
GDC 2012
Situational Awareness: Terrain Reasoning for Tactical Shooter AI
by Nick Bamford
(Slant Six Games)
AI Summit
GDC 2012
Terrain in Battlefield 3: A Modern, Complete and Scalable System
by Mattias Widmark
(EA DICE)
Programming
GDC 2010
FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Trigger...
by Yoshinori Tsuchida
(Square Enix)
Programming
GDC 2010
FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Trigger...
by Yoshinori Tsuchida
(Square Enix)
Programming
GDC 2010
FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Trigger...
by Yoshinori Tsuchida
(Square Enix)
Programming
GDC 2010
FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Trigger...
by Yoshinori Tsuchida
(Square Enix)
Programming
GDC Austin/Online 2009
Techniques for Improving Large World and Terrain Streaming
by Danie Conradie
(Trinigy)
Programming
GDC Austin/Online 2009
Techniques for Improving Large World and Terrain Streaming
by Danie Conradie
(Trinigy)
Programming
GDC Austin/Online 2009
Texturing Massive Terrain
by Colt McAnlis
(Blizzard)
Programming
GDC Austin/Online 2009
Texturing Massive Terrain
by Colt McAnlis
(Blizzard)
Programming
GDC Europe 2009
Quadtree Displacement Mapping with Height Blending: Practical Detailed M...
by Michal Drobot
(Reality Pump Game Development Studios)
Programming
GDC Europe 2009
Quadtree Displacement Mapping with Height Blending: Practical Detailed M...
by Michal Drobot
(Reality Pump Game Development Studios)
Programming
GDC 2006
Global Terrain Technology for Flight Simulation
by Adam Szofran
(Microsoft)
Audio
GDC 2006
Global Terrain Technology for Flight Simulation
by Adam Szofran
(Microsoft)
Audio
GDC 2006
Play Early, Play Often: Prototyping Sid Meier's Civilization IV
by Dorian Newcomb
(Firaxis Games)
Game Design
GDC 2006
Play Early, Play Often: Prototyping Sid Meier's Civilization IV
by Dorian Newcomb
(Firaxis Games)
Game Design