Game Developers Conference 2024
144FPS Rendering on Mobile: Frame Prediction in 'Arena Breakout' (Presen...
by Yue Qi
(Tencent Games)
Programming
Game Developers Conference 2024
3D Toon Rendering in 'Hi-Fi RUSH'
by Kosuke Tanaka
(Tango Gameworks)
Programming
Game Developers Conference 2024
Advanced Graphics Summit: DX12 Memory Management in Snowdrop on PC (With...
by Gauthier Viau
(Massive Entertainment - a Ubisoft Studio)
Advanced Graphics Summit
Game Developers Conference 2023
'God of War Ragnarok's' Visual Scripting Solution
by Sam Sternklar
(Santa Monica Studio)
Programming
Game Developers Conference 2023
Advanced Graphics Summit: Open-World Water Rendering and Real-Time Simul...
by Zhenyu Mao
(LIGHTSPEED STUDIOS)
Advanced Graphics Summit
Game Developers Conference 2023
Advanced Graphics Summit: Realistic Real-Time Sky Dome Rendering in 'Gra...
by Kentaro Suzuki
(Polyphony Digital Inc.)
Advanced Graphics Summit
Game Developers Conference 2023
Advanced Graphics Summit: Reinventing the Wheel for Snow Rendering
by Paolo Surricchio
(Santa Monica Studio)
Advanced Graphics Summit
Game Developers Conference 2022
'Knockout City's' Parallel, Deterministic, and Rewindable Entity System
by Chris McEvoy
(Velan Studios)
Programming
Game Developers Conference 2022
'Naraka Bladepoint': Build a Popular Face Customization System
by Sisi Yuan
(Netease, Inc.)
Visual Arts
Game Developers Conference 2022
Advanced Graphics Summit: Advanced Weather System for Mobile Game: 'Dark...
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
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 2021
'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools f...
by Fabien Gravot
(SQUARE-ENIX)
Programming
Game Developers Conference 2021
'Genshin Impact': Building a Scalable AI System
by Shuo Xu
(miHoYo)
Programming
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Shuo Xu
(miHoYo)
Advanced Graphics Summit
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Shuo Xu
(miHoYo)
Advanced Graphics Summit
Summer 2020
Adaptive Placement of Dynamic Lighting Probes: Taking Full Advantage of ...
by Diego Garzon
(Microsoft)
Visual Arts
Summer 2020
Art of 'Sky: Children of the Light'
by Yuichiro Tanabe
(ThatGameCompany)
Visual Arts
Summer 2020
Handling Network Latency Variation in 'Modern Warfare'
by Mitchell Sanborn
(Infinity Ward)
Programming
Summer 2020
How to Dissect an Exploding Spaceship in 'Hardspace: Shipbreaker'
by Richard Harrison
(Blackbird Interactive)
Programming
GDC 2020
Art Direct for 100 MPH: Balancing Visuals with Performance for 'Forza Mo...
by Matt Collins
(Microsoft-Turn 10)
Visual Arts
GDC 2020
Bringing Replays to 'World of Tanks: Mercenaries'
by Andrew Glover
(Wargaming Sydney)
Programming
GDC 2020
Does Your Game's Performance Spark Joy? Profiling with Intel Graphics Pe...
by Carlos Dominguez
(Intel)
Programming
GDC 2020
For the Alliance! 'World of Warcraft' and Intel discuss an Optimized Aze...
by Laura Reznikov
(Intel)
Programming
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
Branded Marker Based AR Experiences
by Peter Oberdorfer
(TACTIC)
Brand Experience
XRDC 2019
Bringing VR Experiences to Life with the Magic of Music
by Daniel Perry
(Owlchemy Labs)
Games
XRDC 2019
Building Virtual Reality for Public Safety
by Jack Lewis
(NIST)
Safety
2019
'Marvel's Spider-Man': Procedural Lighting Tools
by Xray Halperin
(Insomniac Games)
Visual Arts
2019
(Super)Humans of New York: Managing the Many Faces in 'Marvel's Spider-Man'
by Noah Alzayer
(Insomniac Games)
Visual Arts
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
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'The Great C': Lessons from Creating a 37-Minute Cinematic Narrative
by Luke Van Osch
(Secret Location)
Entertainment VR/AR
VRDC @ GDC 2019
Characters to Get Immersed In: Creating the Cast of 'Blood & Truth'
by Toby Hynes
(Sony London Studio)
Game VR/AR
VRDC @ GDC 2019
Digging for Fire: Virtual Reality Gaming 2019
by Adam Orth
(Digital Sunrise)
Game VR/AR
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
XRDC 2018
Adaptive Design in MR: UX Problems and Solutions
by Jada Williams
(Microsoft)
Innovation
XRDC 2018
Cracking the Mobile AR Code: A Cross Platform Case Study
by Iman Mostafavi
(8th Wall)
Games & Entertainment
GDC 2018
8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
by Michael Stallone
(Netherrealm Games)
Programming
GDC 2018
A Practical Approach to Developing Forward-Facing Rigs, Tools and Pipelines
by Michael Malinowski
(Creative Assembly)
Visual Arts
GDC 2018
Advanced Graphics Techniques Tutorial: "New Techniques for Accurate Real...
by Max McMullen
(Microsoft)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: GPU-Based Clay Simulation and Ray...
by Sebastian Aaltonen
(Second Order)
Programming
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'Pac-Man' HoloLens: Developing a Mixed Reality Game for a Broad Audience
by Hirofumi Motoyama
(Bandai Namco)
Game VR/AR
VRDC @ GDC 2018
Accessibility in VR: How It Can Be Better
by Andrew Eiche
(Owlchemy Labs)
Game VR/AR
VRDC @ GDC 2018
Cone Marching in VR: Developing a Fractal Experience at 90fps
by Johannes Saam
(Framestore)
Entertainment VR/AR
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
VRDC Fall 2017
'Obduction', from 2D to VR: A Postmortem and Lessons Learned
by Hannah Gamiel
(Cyan, Inc.)
Games & Entertainment
VRDC Fall 2017
A Game Designer's Overview of the Neuroscience of VR
by Noah Falstein
(The Inspiracy)
Innovation
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
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)
Visual Arts
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
A Year in VR: A Look Back at VR's Launch
by Colin Northway
(Northway Games)
Game VR/AR
VRDC @ GDC 2017
AAA on a VR Budget & Timeline: Tech-Centric Postmortem
by Rok Erjavec
(Crytek)
Game VR/AR
VRDC @ GDC 2017
Behind the Spherical Stage: Taking VR Storytelling Beyond Games and Movies
by Raul Rubio Munarriz
(Tequila Works)
Entertainment VR/AR
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
Behind the Scenes: Making Mixed Reality Trailers
by Kert Gartner
(kertgartner.com)
Innovation
VRDC Fall 2016
Building Interactive VR Characters in 'Gary the Gull'
by Tom Sanocki
(Limitless Ltd)
Brand Experience
VRDC Fall 2016
Creating Mixed Realities with HoloLens, Tango, and Beyond
by Aaron Pulkka
(Rabbx Inc)
Innovation
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
Create a 20 Times Faster Database Engine Optimized to MMOGs
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC Europe 2016
D: Using an Emerging Language in Quantum Break
by Ethan Watson
(Remedy Entertainment)
Programming
GDC Europe 2016
Deterministic Simulation: What Online Games Can Learn from the Game Boy
by David Salz
(Sandbox Interactive GmbH)
Programming
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
Architecting Archean: Simultaneously Building for Room-Scale and Mobile ...
by Jono Forbes
(Archean)
Entertainment VR/AR
VRDC @ GDC 2016
Audio For Cinematic VR
by Varun Nair
(Two Big Ears Ltd.)
Entertainment VR/AR
VRDC @ GDC 2016
Augmented Reality 2.0: Developing Experiences for Google Tango and Beyond
by Ralph Barbagallo
(FLARB, LLC.)
Entertainment VR/AR
GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
Visual Arts
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
GDC 2016
Advanced Graphics Techniques Tutorial Day: Culling at the Speed of Light...
by Dmitry Zhdan
(NVIDIA)
Programming
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
- Chinese
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
GDC China 2015
Rendering performance optimization of MOONLIGHT BLADE
by weibo xie
(Tencent Technology (Shanghai) Co., Ltd.)
Programming
GDC China 2015
Rendering performance optimization of MOONLIGHT BLADE
by weibo xie
(Tencent Technology (Shanghai) Co., Ltd.)
Programming
- Chinese
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC Europe 2015
License an Engine or Create Your Own?
by Dietmar Hauser
(Sproing)
Programming
GDC Europe 2015
Modular Sandbox Design: Tools and Workflows for Hitman
by Marinus Rorbech
(Io-Interactive)
Programming
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
GDC China 2014
AI Positioning and Spatial Evaluation: A Primer
by Dam'n Isla
(The Molasses Flood)
Programming
GDC China 2014
Diving into VR World with Oculus
by Homin Lee
(OculusVR)
Programming
- Chinese
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
Visual Arts
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Visual Arts
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC Europe 2013
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC Europe 2013
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
Accelerate Your Mobile Apps and Games for Android on ARM (Presented by ARM)
by Matthew Du Puy
(ARM)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC Online 2012
Bootstrapping the Infrastructure of ChefVille and Farmville 2
by Hao Chen
(Zynga)
Programming
GDC Online 2012
CityVille: Lessons Learned & Tools Used to Run a Large Social Game
by Kartik Ayyar
(Zynga)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
- Chinese
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
- Chinese
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
- Chinese
GDC China 2011
Double-Coding: Making Online Games for Both the Casual and the
Hardcore
by Damion Schubert
(Bioware Austin)
Programming
GDC China 2011
Double-Coding: Making Online Games for Both the Casual and the
Hardcore
by Damion Schubert
(Bioware Austin)
Programming
- Chinese
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
GDC Online 2011
Developing Next-Gen Flash Games with Molehill
by Jean-Philippe Doiron
(Frima Studio)
Programming
GDC Online 2011
EverQuest II Extended: Streaming a Non-Streaming Game
by Joshua Kriegshauser
(Sony Online Entertainment)
Programming
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC Europe 2011
Crysis 2 Multiplayer : A Programmer's Postmortem
by Peter Hall
(Crytek)
Programming
GDC Europe 2011
Host, Scale and Manage Big Games
by Jonathan Weiss
(Peritor GmbH)
Programming
GDC Europe 2011
Hotspots Flops and uOps (Presented by Intel)
by Levent Akyil
(Intel)
Programming
GDC 2011
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC Online 2010
MMO 101: Building Disney's Server System
by Roger Hughston
(Disney Online Studios)
Programming
GDC Online 2010
Scalability for Social Games: YOVILLE, MAFIA WARS and FARMVILLE
by Robert Zubek
(Zynga)
Programming
GDC Online 2010
The FIFA Ultimate Team at REST: How Any Online Game Can
Benefit from R...
by Harold Chaput
(Electronic Arts Canada)
Programming
GDC Europe 2010
Advanced Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
GDC Europe 2010
Advanced Screenspace Antialiasing
by Arne Schober
(Yager Development GmbH)
Technology
GDC Europe 2010
Living City in Mafia 2
by Jan Kratochvil
(2K Czech)
Technology
GDC Europe 2010
Rigged to Blow: Powerplay Pipeline for SplitSecond
by Matthew Rubin
(Black Rock Studio)
Technology
GDC Canada 2010
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
Building Game UI with WebKit
by Christopher Stott
(EA Blackbox)
Programming
GDC Canada 2010
Forza Motorsport 3 Audio: Design, Process and Pipeline
by Greg Shaw
(Turn 10 Studios, Microsoft)
Programming
GDC Canada 2010
Forza Motorsport 3 Audio: Design, Process and Pipeline
by Greg Shaw
(Turn 10 Studios, Microsoft)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
A Day In The Life: Creating The Beatles: Rock Band
by Ryan Lesser
(Harmonix Music Systems)
Visual Arts
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC China 2009
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC China 2009
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC China 2009
Creating First Person Movement for MIRROR'S EDGE
by Tobias Dahl, Mikael Lagre
(Dice EA)
Visual Arts
GDC China 2009
Creating First Person Movement for MIRROR'S EDGE
by Tobias Dahl, Mikael Lagre
(Dice EA)
Visual Arts
GDC Austin/Online 2009
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
GDC Austin/Online 2009
Next-Gen Asset Streaming Using Runtime Statistics
by David Thall
(Insomniac Games)
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 Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Visual Arts
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
Advanced Real-Time Rendering: Beyond Reflectance
by Dan Baker
(Firaxis)
Programming
GDC 2005
Advanced Stencil Shadow and Penumbral Wedge Rendering
by Eric Lengyel
Programming
GDC 2005
AI For Adaptive Opponents, Teammates and NPCs
by Michael Van Lent
Programming
GDC 2004
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development
by Tom Peltier
Programming
GDC 2004
Acting for Animators
by Douglas Conorich
Visual Arts
GDC 2004
Adding Spherical Harmonic Lighting to the Sushi Engine
by Leander Hasty
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2003
A Review of Current and Future Animation Issues
by Paul Steed
Visual Arts
GDC 2003
Advanced Real-Time Illumination Techniques
by Nathaniel Hoffman
Programming
GDC 2003
Advanced Techniques in Creating Tile-Based Graphics for GameBoy Advance
by Karthik Bala
Visual Arts
GDC 2003
Animation Blending: Achieving Inverse Kinematics and More
Programming
GDC 2001
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
by Gary Snyder
(Propaganda Games)
Visual Arts
GDC 2001
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Sum...
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2001
Choosing, Designing and Implementing Scripting Languages: Tales from the...
by Kevin Bruner
(Telltale)
Programming
GDC 1997
Art and Craft of Adaptations
by Katherine Lawrence
Visual Arts
GDC 1997
Impromptu Session: AI Discussion
by Katherine Lawrence
Programming
GDC 1997
Keynote: Legends of Game Design
by Katherine Lawrence
Visual Arts
GDC 1997
Representing Artificial Personalities
by Katherine Lawrence
Programming