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This repository serves as a comprehensive collection of video game technology analysis resources.

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Contents


Analysis - Games

GameDeveloperEngineYearAnalysis
Monster Hunter WildsCapcomRE Engine2025<details open><summary>Expand</summary>Is Rendering Still Evolving?<br>New Rendering Features Rundown<br></details>
STALKER 2GSC Game WorldUE52024<details open><summary>Expand</summary>Technical Breakdown<br></details>
Alan Wake 2RemedyNorthlight2023<details open><summary>Expand</summary>How Northlight makes Alan Wake 2 shine<br>Developing Northlight: OpenUSD content workflows<br>Northlight in 2023<br>A Deep Dive into Path Tracing Technology<br>GPU driven Rendering with Mesh Shaders in Alan Wake 2<br></details>
StarfieldBethesdaCreation Engine 22023<details><summary>Expand</summary>DF Tech Review<br>Gaming Bolt Graphics Analysis<br>A Reddit user's tech analysis<br>Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX<br></details>
Hifi RushTango GameworksUE42023<details><summary>Expand</summary>3D Toon Rendering in 'Hi-Fi RUSH'<br></details>
Diablo 4Blizzard Albany, Team 3Internal2023<details><summary>Expand</summary>Behind the Pretty Frames<br>Peeling Back The Varnish: The Graphics Of Diablo IV<br>Developers talk ray tracing<br></details>
Ys X: NordicsNihon FalcomInternal2023<details><summary>Expand</summary>PC Optimization Journey<br></details>
Final Fantasy 16Square EnixInternal2023<details><summary>Expand</summary>Shadow Techniques from Final Fantasy XVI<br>Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics<br>The DF Tech Review<br>GamingBolt Tech Analysis<br></details>
F1 2023CodemastersEGO2023<details><summary>Expand</summary>PS5 vs Xbox Series X/S vs PC – Ray Tracing<br></details>
Company of Heroes 3Relic EntertainmentEssence Engine 4.02023<details><summary>Expand</summary>Company of Heroes 3 - From PC to Consoles<br></details>
Resident Evil 4 ReCapcomRE Engine2023<details><summary>Expand</summary>DF Tech Review<br></details>
Horizon: Call of the MountainGuerrillaDecima2023<details><summary>Expand</summary>Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown<br></details>
Dead Space RemakeMotive StudiosFrostbite2023<details><summary>Expand</summary>DF Tech Review<br></details>
Hi-Fi RushTango GameworksUE42023<details><summary>Expand</summary>DF Tech Review<br>CGWorldJP: Character, motion, and effects edition<br>CGWorldJP: Background/Lighting<br></details>
Remnant2Gunfire GamesUE52023<details><summary>Expand</summary>Remnant 2 review – a war across worlds<br></details>
Baldur's Gate 3Larian Studios, ElverilsDivinity 4.02023<details><summary>Expand</summary>DF Tech Review - Graphics Analysis + Optimised Settings<br></details>
Immortals of AveumAscendant StudiosUE52023<details><summary>Expand</summary>IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE<br></details>
Elden RingFromSoftwareInternal2022<details><summary>Expand</summary>Behind the Pretty Frames<br>狭間の地へようこそ!「ELDEN RING」における オープンフィールドおもてなし術<br>DF Tech Analysis about Elden Ring's RT upgrade<br></details>
Pokémon Scarlet/VioletGame FreakInternal2022<details><summary>Expand</summary>【アルセウス+スカーレット・バイオレット】ポケモン2つを同時に作る、ポケモンモデル制作環境<br></details>
Pokémon ArceusGame FreakInternal2022<details><summary>Expand</summary>【アルセウス+スカーレット・バイオレット】ポケモン2つを同時に作る、ポケモンモデル制作環境<br></details>
God of War RagnarokSanta Monica StudioInternal2022<details><summary>Expand</summary>'God of War Ragnarok's' Visual Scripting Solution<br>Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'<br>Rendering 'God of War Ragnarök'<br>Real-Time Neural Texture Upsampling in 'God of War Ragnarök'<br>A Deep Dive Into God of War Ragnarök's User Interface<br></details>
Horizon Forbidden WestGuerrillaDecima2022<details><summary>Expand</summary>Architecting Jolt Physics For Horizon Forbidden West<br>Adventures With Deferred Texturing<br>Building Machines For A Better Future In Horizon<br>Space-Efficient Content Packaging<br>Scaling Tools For Millions of Assets<br>Creating The Many Faces of Horizon Forbidden West<br>CEDEC 2019 - Making Tools for Big Games<br>SIGGRAPH 2022 Real-Time Live<br>The Cinematics of 'Horizon Forbidden West'<br>Building Machines for a Better Future in 'Horizon'<br>Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'<br></details>
The QuarrySupermassive GamesUE42022<details><summary>Expand</summary>Case Study: Creating Realistic Facial Motion for 'The Quarry'<br></details>
ForspokenLuminous ProductionsLuminous Engine2022<details><summary>Expand</summary>DF Tech Review<br></details>
Warhammer 40,000: DarktideFatsharkInternal2022<details><summary>Expand</summary>How FatShark constructed their central asset pipeline with Simplygon<br></details>
Xenoblade Chronicles 3Monolith SoftInternal2022<details><summary>Expand</summary>DF Tech Review<br>「生と死」を物語る陰影表現とは――『Xenoblade3(ゼノブレイド3)』のキャラクターを魅せる2灯トゥーンシェーディング、世界を描くアップサンプリング【CEDEC+KYUSHU 2022】<br></details>
Gran Turismo 7Polyphony DigitalInternal2022<details><summary>Expand</summary>Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation<br></details>
The Callisto ProtocolStriking Distance StudiosUE42022<details><summary>Expand</summary>SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx<br></details>
Halo Infinite343 IndustriesSlipspace2021<details><summary>Expand</summary>One Frame in 'Halo Infinite'<br></details>
Diablo 2 ResurrectedBlizzard, Vicarious VisionsInternal2021<details><summary>Expand</summary>DF Tech Analysis<br>An Overview of the 'Diablo II: Resurrected' Renderer<br></details>
Knockout CityVelan StudiosInternal2021<details><summary>Expand</summary>Knockout City's Parallel Play<br></details>
Forza Horizon 5Playground GamesForzaTech2021<details><summary>Expand</summary>How Parameters Drive the Particle Effects of 'Forza Horizon 5'<br></details>
ReturnalHousemarqueUE42021<details><summary>Expand</summary>Can We Do It with Particles?: VFX Learnings from 'Returnal'<br></details>
Ratchet and Clank: Rift ApartInsomniac GamesInternal2021<details><summary>Expand</summary>Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'<br>DF Blog<br></details>
Far Cry 6Ubisoft TorontoDunia Engine2021<details><summary>Expand</summary>Simulating Tropical Weather in 'Far Cry 6'<br>GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6<br></details>
DreamscaperAfterburner StudiosUE42021<details><summary>Expand</summary>Dreamscaper: Killer Combat on an Indie Budget<br></details>
FIFA 22EA Vancouver, EA RomaniaFrostbite 32021<details><summary>Expand</summary>'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology<br></details>
Dyson Sphere ProgramYouthcat StudioUnity2021<details><summary>Expand</summary>birth-of-dyson-sphere<br>dyson-sphere-devlog-2<br>dyson-sphere-devlog-3<br>dyson-sphere-devlog-4<br></details>
Cyberpunk 2077CD Projekt RedREDengine 42020<details><summary>Expand</summary>c0de517e<br>Hang Zhang's Blog<br>Shader Execution Reordering<br>Tech Focus: Cyberpunk 2077 RT Overdrive<br>Overdrive Technology Preview on RTX 4090<br></details>
Doom Eternalid Softwareid Tech 72020<details><summary>Expand</summary>Simon Coenen's Blog<br></details>
Mafia: Definitive EditionHangar 13Mafia III engine2020<details><summary>Expand</summary>The Code Corsair<br></details>
TeardownTuxedo LabsInternal2020<details><summary>Expand</summary>Frame Teardown<br>Teardown Breakdown<br></details>
Final Fantasy 7 RemakeSquare EnixUE42020<details><summary>Expand</summary>機械学習によるリップシンクアニメーション自動生成技術と FINAL FANTASY VII REMAKEのアセットを訓練データとした実装実例<br>'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future<br>How Square Enix leveraged Unreal Engine to modernize FINAL FANTASY VII REMAKE<br></details>
Ghost of TsushimaSucker PunchInternal2020<details><summary>Expand</summary>Blowing from the West: Simulating Wind in 'Ghost of Tsushima'<br>Exploration in 'Ghost of Tsushima': Letting the Island Guide You<br>Procedural Grass in 'Ghost of Tsushima'<br>Master of the Katana: Melee Combat in 'Ghost of Tsushima'<br>Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'<br>Zen of Streaming: Building and Loading 'Ghost of Tsushima'<br>Samurai Shading in Ghost of Tsushima<br></details>
Wild RiftRiot GamesInternal2020<details><summary>Expand</summary>The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline<br></details>
Spelunky 2Mossmouth, BlitWorksInternal2020<details><summary>Expand</summary>Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'<br></details>
Marvel's Spider-Man: Miles MoralesInsomniac GamesInternal2020<details><summary>Expand</summary>An Explosive New Spider-Man: Creating VFX for Miles Morales<br>Real-Time Cloth Solutions on 'Marvel's Spider-Man'<br></details>
The Last of Us: Part IINaughty DogInternal2020<details><summary>Expand</summary>Crafting an Interactive Guitar<br>80lv's Interview<br>The Museum Level Design<br>The Chalet Level Design<br>The Overlook Level Design<br>Dialogue Scripting Level Design<br>Finding Strings Level Design<br>Breathing Life Into 'The Last of Us': Part I and II<br></details>
NoitaNolla GamesFalling Everything2020<details><summary>Expand</summary>80lv's Interview<br></details>
Dragon Ball Z KakarotCyber Connect 2UE42020<details><summary>Expand</summary>Thomas @ Stylized Station's Twitter thread<br></details>
Death StrandingKojima ProductionsDecima2019<details><summary>Expand</summary>Behind the Pretty Frames<br>'Death Stranding': An AI Postmortem<br>DF Tech Review(PC)<br>DF Performance Analysis<br></details>
Resident-evil II ReCapcom Division 1RE Engine2019<details><summary>Expand</summary>Behind the Pretty Frames<br>Anton Schreiner's Blog<br></details>
Metro Exodus4A Games4A Engine2019<details><summary>Expand</summary>Anton Schreiner's Blog<br>Balázs Török's Blog<br></details>
ControlRemedyNorthlight Engine2019<details><summary>Expand</summary>Frame Analysis<br>Destructible Environments in Control: Lessons in Procedural Destruction<br>Control PC's Stealth Upgrade<br></details>
Mortal Kombat 11NetherRealm StudiosUE32019<details><summary>Expand</summary>Frame Analysis<br></details>
A Plague Tale: InnocenceAsobo StudioInternal2019<details><summary>Expand</summary>Dissecting A Plague Tale: Innocence<br>Gamingbolt Graphics Analysis<br></details>
Star Wars Jedi: Fallen OrderRespawnUE42019<details><summary>Expand</summary>Analysis of Water Effects<br>Physical Animation in Star Wars Jedi: Fallen Order<br></details>
Call of Duty: Modern WarfareInfinity WardIW engine2019<details><summary>Expand</summary>Handling Network Latency Variation in Call of Duty: Modern Warfare<br>Handling Network Latency Variation in Call of Duty: Modern Warfare<br></details>
Gears of War 5The CoalitionUE52019<details><summary>Expand</summary>The making of Gears 5: how the Coalition hit 60fps - and improved visual quality<br></details>
Days GoneBend StudioUE42019<details><summary>Expand</summary>Squad Coordination in Days Gone<br>Screen Space Shadows​<br></details>
Sea of SolitudeJo-Mei GamesUnity2019<details><summary>Expand</summary>Paint It Black: The Art of 'Sea of Solitude'<br></details>
Untitled Goose GameHouse HouseUnity2019<details><summary>Expand</summary>Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'<br></details>
Tom Clancy's The Division 2Massive EntertainmentSnowdrop2019<details><summary>Expand</summary>Game Server Performance on Tom Clancy's The Division 2<br></details>
Super Mario Maker 2NintendoInternal2019<details><summary>Expand</summary>What Cause Lag in Super Mario Maker 2's Online<br></details>
EpitasisEpitasis GamesUE42019<details><summary>Expand</summary>80lv's Interview<br></details>
God of War 4Santa Monica StudioInternal2018<details><summary>Expand</summary>Raising Atreus for Battle in God of War<br>Behind the Pretty Frames<br></details>
Red Dead Redemption 2Rockstar San DiegoRAGE2018<details><summary>Expand</summary>imgeself's Blog<br>SIG 2019: Creating the Atmospheric World<br></details>
Jurassic World: EvolutionFrontierCobra2018<details><summary>Expand</summary>The Code Corsair<br></details>
Ni no Kuni IILevel-5Internal2018<details><summary>Expand</summary>Thomas' Blog<br></details>
Shadows of the Tomb RaiderEidos-MontréalFoundation engine2018<details><summary>Expand</summary>Shadows of the Tomb Raider<br></details>
Kingdom Come: DeliveranceWarhorse StudiosCryEngine2018<details><summary>Expand</summary>Adaptive Clothing System in Kingdom Come: Deliverance<br></details>
The Walking Dead: Our WorldNext GamesUnity2018<details><summary>Expand</summary>Social Depth of Location-Based Play in 'The Walking Dead: Our World'<br></details>
Just Cause 4Avalanche StudiosApex2018<details><summary>Expand</summary>Building a Mixing Sandbox for 'Just Cause 4'<br>Vehicle Physics and Tire Dynamics in Just Cause 4<br></details>
Sea of ThievesRareUE42018<details><summary>Expand</summary>Automated Testing of Gameplay Features in 'Sea of Thieves'<br></details>
Tetris EffectMonstars Inc. and ResonairUE42018<details><summary>Expand</summary>Making 'Tetris Effect'-ive<br></details>
Battlefield VDICEFrostbite2018<details><summary>Expand</summary>AI for Testing: The Development of Bots that Play Battlefield V<br>It Just Works: Ray-Traced Reflections in Battlefield V<br></details>
Marvel's Spider-ManInsomniac GamesInternal2018<details><summary>Expand</summary>Marvel's Spider-Man: Procedural Lighting Tools<br>Marvel's Spider-Man AI Postmortem<br>Marvel's Spider-Man: A Technical Postmortem<br></details>
Frostpunk11 bit studiosLiquid Engine2018<details><summary>Expand</summary>Content Fueled Gameplay Programming in Frostpunk<br></details>
Astro Bot Rescue MissionSIE Japan StudioInternal2018<details><summary>Expand</summary>Taming Technologies Behind Astro Bot Rescue Mission<br></details>
Assassin's Creed OdysseyUbisoft QuebecAnvilNext 2.02018<details><summary>Expand</summary>Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey<br></details>
Detroit: Become HumanQuantic DreamInternal2018<details><summary>Expand</summary>The Lighting Technology of Detroit: Become Human<br></details>
Far Cry 5Ubisoft MontrealDunia Engine2018<details><summary>Expand</summary>Water Rendering in Far Cry 5<br></details>
PrismataLunarch StudiosInternal2018<details><summary>Expand</summary>Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata<br></details>
BelowCapybara GamesInternal2018<details><summary>Expand</summary>The Rendering of Below<br></details>
Shadow of the Colossus RemakeBluepointInternal2018<details><summary>Expand</summary>DF Tech Complete Analysis<br>DF Tech Interview<br>DF's Article<br>Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective<br></details>
Octopath TravelerSquare Enix, AcquireUE42018<details><summary>Expand</summary>DF Tech Analysis<br>DF PC vs Switch<br>Unreal Fest Europe 2019<br></details>
Destiny 2BungieTiger Engine2017<details><summary>Expand</summary>GDC 2018: Physically Inspired Shading in 'Destiny 2'<br>Destiny's Multithreaded Rendering Architecture<br>GDC 17: Destiny Shader Pipeline<br></details>
Minecraft (Bedrock)Mojang StudiosRenderDragon2017<details><summary>Expand</summary>Frame Analysis - RTX<br>Microsoft Game Dev<br>DF's Minecraft RTX Deep Dive<br>GTC 2020<br></details>
Slime RancherMonomi ParkUnity2017<details><summary>Expand</summary>A frame of Slime Rancher<br></details>
Divinity: Original Sin 2Larian StudiosDivinity Engine2017<details><summary>Expand</summary>Divine Fire: A deep dive into the VFX<br></details>
Star Wars Battlefront IIEA DICE, Criterion Games, Motive StudiosFrostbite2017<details><summary>Expand</summary>Battlefront II Layered Explosion<br>Precomputed Global Illumination in Frostbite<br></details>
Zelda: Breath of the WildNintendoInternal2017<details><summary>Expand</summary>The Bling-Bling Offset<br></details>
RIMETequila WorksUE42017<details><summary>Expand</summary>Stylized VFX in RIME<br></details>
Middle-earth: Shadow of WarMonolithLithtech2017<details><summary>Expand</summary>Middle-earth: Shadow of War<br></details>
FAITHAirdorf GamesUnity2017<details><summary>Expand</summary>MORTIS 101: 'FAITH's' Horror Design Toolkit<br></details>
Assassin's Creed: OriginsUbisoft MontrealAnvilNext 2.02017<details><summary>Expand</summary>Virtual Insanity: Meta AI on Assassin's Creed: Origins<br></details>
Battlefield 1DICEFrostbite 32017<details><summary>Expand</summary>4K Checkerboard in Battlefield 1 and Mass Effect Andromeda<br></details>
Mass Effect AndromedaBioWareFrostbite 32017<details><summary>Expand</summary>4K Checkerboard in Battlefield 1 and Mass Effect Andromeda<br></details>
Horizon: Zero DawnGuerrilla GamesDecima2017<details><summary>Expand</summary>80lv's Interview<br>GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn<br>Horizon Zero Dawn: A QA Open World Case Study<br>Creating a Tools Pipeline for Horizon: Zero Dawn<br>Streaming the World of Horizon Zero Dawn<br>Nubis: RealTime Volumetric Cloudscapes In A Nutshell<br>Horizon Zero Dawn: A Game Design Postmortem<br>Creating New AI Systems<br>Decima Engine: Visibility<br></details>
For HonorUbisoft MontrealAnvilNext 2.02017<details><summary>Expand</summary>Deterministic vs. Replicated AI: Building the Battlefield of For Honor<br>Data-Driven Dynamic Gameplay Effects on For Honor<br></details>
Injustice 2NetherRealm StudiosUE32017<details><summary>Expand</summary>8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2<br></details>
Night in the WoodsInfinite FallUnity2017<details><summary>Expand</summary>Making Night in the Woods Better with Open Source<br></details>
Resident Evil 7CapcomRE Engine2017<details><summary>Expand</summary>RE Engine Analysis<br></details>
Splatoon 2NintendoInternal2017<details><summary>Expand</summary>Datamining New Splatoon 2 Maps<br>Ranking System Analysis<br>Netcode and Matchmaking<br>How Does the Region Lock Work<br>The Mechanics of Clam Blitz<br></details>
Escape From TarkovBattlestateUnity2017<details><summary>Expand</summary>Game Tech Overview<br></details>
Hellblade: Senua's SacrificeNinja TheoryUE42017<details><summary>Expand</summary>Digital Humans: Crossing the Uncanny Valley in UE4<br></details>
Doomid Softwareid Tech 62016<details><summary>Expand</summary>The Devil is in the details<br>Graphics Study<br>DF Interview<br>Bringing Hell to Life: AI and Full Body Animation in DOOM<br>GamesBeat Interview<br>DSOGaming Interview<br>QuakeCon P1<br>QuakeCon P2<br></details>
OverwatchBlizzard, Iron GalaxyInternal2016<details><summary>Expand</summary>Alain Galvan's Blog<br>Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights<br>Overwatch Gameplay Architecture and Netcode<br>Playtesting Overwatch<br>Networking Scripted Weapons and Abilities in Overwatch<br>Overwatch - The Elusive Goal: Play by Sound<br></details>
Shadow Tactics: Blades of the ShogunMimimi ProductionsUnity2016<details><summary>Expand</summary>Kosmonaut's Blog<br></details>
The WitnessTheklaInternal2016<details><summary>Expand</summary>The Witness Frame Part 1<br></details>
Dark MausDaniel WrightInternal2016<details><summary>Expand</summary>Dark Maus: Topdown Trees<br></details>
Gears of War 4The CoalitionUE42016<details><summary>Expand</summary>GDC Vault Gears of War 4<br></details>
BattlebornGearbox SoftwareUE32016<details><summary>Expand</summary>The VFX Process Behind 'Battleborn'<br></details>
Mafia IIIHangar 13Illusion2016<details><summary>Expand</summary>Triage on the Front Line: Improving Mafia III AI in a Live Product<br></details>
Final Fantasy 15Square Enix Business Division 2Luminous Studio2016<details><summary>Expand</summary>Eos is Alive: The AI Systems of Final Fantasy XV<br>Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV<br>障害物を乗り越えるアニメーションの制御手法とその応用<br>FINAL FANTASY XVにおけるキャラクターナビゲーションパイプライン ~パス検索とステアリングとアニメーションの連携~<br>Rendering Techniques of Final Fantasy XV<br>Physics Simulation R&D at Square Enix<br>FINAL FANTASY XV -EPISODE DUSCAE-のエフェクトはこうして作られた~Luminous VFX Editorの紹介~<br>FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム (P1)<br>FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム (P2)<br>FINAL FANTASY XV -EPISODE DUSCAE- のアニメーション ~接地感向上のためのとりくみ~<br></details>
Far Cry PrimalUbisoft TorontoDunia Engine2016<details><summary>Expand</summary>Character Pipeline and Customization System for Far Cry Primal<br></details>
Watch Dogs 2Ubisoft MontrealDisrupt2016<details><summary>Expand</summary>Replicating Chaos: Vehicle Replication in Watch Dogs 2<br>Hacking into the Combat AI of Watch Dogs 2<br>Helping It All Emerge: Managing Crowd AI in Watch Dogs 2<br></details>
Titanfall 2Respawn EntertainmentSource2016<details><summary>Expand</summary>Efficient Texture Streaming in Titanfall 2<br></details>
Uncharted 4Naughty DogNaughty Dog Engine2016<details><summary>Expand</summary>The Science of Off-Roading: Uncharted 4's 4x4<br></details>
Dishonored 2Arkane StudiosVoid Engine2016<details><summary>Expand</summary>Taking Back What's Ours: The AI of Dishonored 2<br></details>
Tom Clancy's The DivisionMassive EntertainmentSnowdrop2016<details><summary>Expand</summary>Global Illumination in Tom Clancy's The Division<br>Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division<br>Tom Clancy's The Division: AI Behavior Editing and Debugging<br></details>
The Flame in The FloodThe Molasses FloodUE42016<details><summary>Expand</summary>Forging The River in The Flame in The Flood<br></details>
INSIDEPlaydeadUnity2016<details><summary>Expand</summary>Temporal Reprojection Anti-Aliasing in INSIDE<br>Low Complexity, High Fidelity: The Rendering of INSIDE<br></details>
StellarisParadox Development StudioClausewitz Engine2016<details><summary>Expand</summary>Creating Complex AI Behavior in Stellaris Through Data-Driven Design<br></details>
Total War: WarhammerCreative AssemblyWarscape2016<details><summary>Expand</summary>Siege Battle AI in Total War: Warhammer<br></details>
No Man's SkyHello GamesInternal2016<details><summary>Expand</summary>Continuous World Generation in No Man's Sky<br>Building Worlds in No Man's Sky Using Math(s)<br></details>
The Witcher 3CD Projekt RedRED Engine 32015<details><summary>Expand</summary>Mateusz's Blog<br>'Witcher 3' on the Nintendo Switch<br></details>
Metal Gear Solid VKojima ProductionsFox Engine2015<details><summary>Expand</summary>Graphics Study<br>GDC 13<br>DigitalFoundry Tech Analysis<br>NVIDIA Performance Guide<br></details>
Rise of the Tomb RaiderCrystal DynamicsFoundation Engine2015<details><summary>Expand</summary>The Code Corsair<br></details>
Yakuza 0Ryu Ga Gotoku StudioDragon Engine2015<details><summary>Expand</summary>Fixing attempts for Yakuza 0<br></details>
Waves 2: NotoriousRob "Squid" HaleUE42015<details><summary>Expand</summary>A Frame of Waves 2<br></details>
Batman: Arkham KnightRocksteadyUE32015<details><summary>Expand</summary>Unmasking Arkham Knight<br></details>
Fallout 4Bethesda Game StudiosCreation Engine2015<details><summary>Expand</summary>Game Art Tricks<br>Game Art Tricks<br></details>
Assassin's Creed SyndicateUbisoft QuebecAnvilNext 22015<details><summary>Expand</summary>Assassin's Creed Syndicate: London Wasn't Built in a Day<br>Assassin's Creed Syndicate: A Technical Postmortem<br>What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate<br></details>
Caves of QudFreehold GamesUnity2015<details><summary>Expand</summary>Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'<br>End-to-End Procedural Generation in Caves of Qud<br></details>
Halo 5: Guardians343 IndustriesHalo engine2015<details><summary>Expand</summary>Geometry Caching Optimizations in Halo 5: Guardians<br></details>
Just Cause 3Avalanche StudiosAvalanche Engine2015<details><summary>Expand</summary>Tree's Company: Systemic AI Design in Just Cause 3<br></details>
Rocket LeaguePsyonixUE32015<details><summary>Expand</summary>Rocket League: Language Ban System Postmortem<br>It IS Rocket Science! The Physics of Rocket League Detailed<br>'Rocket League': Scaling for Free to Play<br></details>
Rainbow Six SiegeUbisoft MontrealAnvilNext 2.02015<details><summary>Expand</summary>Rendering Rainbow Six Siege<br>The Art of Destruction in Rainbow Six: Siege<br></details>
Call of Duty: Black Ops IIITreyarchIW engine2015<details><summary>Expand</summary>Fighting Latency on Call of Duty: Black Ops III<br></details>
The Order: 1886Ready at DawnReady at Dawn Engine 4.02015<details><summary>Expand</summary>Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015)<br>The Order: 1886 Retrospective + PS5 60fps Gameplay - Made in 2015, Still Stunning Today<br>RAD_SIGGRAPH_2015_Character_embed.pptx<br></details>
Middle-earth: Shadow of MordorMonolith ProductionsLithTech Jupiter EX2014<details><summary>Expand</summary>The Code Corsair<br></details>
Castlevania: Lords of Shadow 2MercurySteamMercury2014<details><summary>Expand</summary>The Code Corsair<br></details>
COD: Advanced WarfareSledgehammer GamesInternal2014<details><summary>Expand</summary>Next Generation Post Processing<br></details>
Alien IsolationCreative AssemblyCustom2014<details><summary>Expand</summary>Alien vs Wolfenstein: Cutting Torch<br>Inside Alien Isolation Graphics<br>High Tech Fear: Alien Isolation<br></details>
Wolfenstein: The New OrderMachineGamesid Tech 52014<details><summary>Expand</summary>Alien vs Wolfenstein: Cutting Torch<br></details>
Adventure CapitalistHyper HippoUnity2014<details><summary>Expand</summary>Adventure Capitalist Postmortem or<br></details>
Far Cry 4Ubisoft MontrealDunia Engine 22014<details><summary>Expand</summary>Adaptive Virtual Texture Rendering<br>Rendering the World of Far Cry 4<br>Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline<br></details>
The Jackbox Party PackJackbox GamesInternal2014<details><summary>Expand</summary>The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year<br></details>
Assassin's Creed UnityUbisoft MontrealAnvilNext 2.02014<details><summary>Expand</summary>Massive Crowd on Assassin's Creed Unity: AI Recycling<br>Developing Systemic Crowd Events in Assassin's Creed Unity<br>SIGGRAPH 2015<br></details>
TitanfallRespawn EntertainmentSource2014<details><summary>Expand</summary>Extreme SIMD: Optimized Collision Detection in Titanfall<br></details>
DestinyBungieTiger Engine2014<details><summary>Expand</summary>Tools-Based Rigging in Bungie's Destiny<br>Shared World Shooter: Destiny's Networked Mission Architecture<br></details>
Metal Gear Solid Ground ZeroesKojima ProductionsFox Engine2014<details><summary>Expand</summary>Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)<br></details>
The Elder Scrolls OnlineZeniMax Online StudiosHavok2014<details><summary>Expand</summary>Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline<br></details>
Dragon Age InquisitionBioWareFrostbite 32014<details><summary>Expand</summary>Getting Inquisitive About the AI of Dragon Age Inquisition<br></details>
Yandere SimulatorAlex Mahan (YandereDev)Unity2014<details><summary>Expand</summary>Yandere Simulator Complete Source Code Analysis - Code Review<br></details>
GTA 5Rockstar NorthRAGE2013<details><summary>Expand</summary>Game Art Tricks: Underestimated Glow<br>Game Art Tricks: The Wormy Fountain<br>Graphics Study<br>NVIDIA Performance Guide<br></details>
Pokémon X/YGame FreakInternal2013<details><summary>Expand</summary>Game Art Tricks<br></details>
Assassin's Creed: Black FlagUbisoft MontrealAnvilNext2013<details><summary>Expand</summary>Black Flag Waterplane<br>SSAO with temporal supersampling<br>GameDev's Tech Talk<br>FxGuide's Article<br>Gamer Nexus's Graphics Analysis<br>Tech Demo<br>GDC 2014: Road to next-gen graphics<br>NVIDIA's Graphics & Performance Guide<br></details>
Don't StarveKlei EntertainmentCustom2013<details><summary>Expand</summary>Don't Starve & Diablo Parallax<br></details>
Tomb Raider 9Crystal DynamicsCrystal2013<details><summary>Expand</summary>Tomb Raider Lara's Hot Secrets<br>Hair in Tomb Raider<br></details>
Bioshock InfiniteIrrational GamesUE32013<details><summary>Expand</summary>BioShock Infinite Lighting<br></details>
Dead Space 3Visceral GamesFrostbite 32013<details><summary>Expand</summary>Dead Space 3 Diffuse Reflections<br></details>
Metal Gear RisingPlatinum qGamesInternal2013<details><summary>Expand</summary>Metal Gear Rising Slicing<br></details>
The Last of UsNaughty DogInternal2013<details><summary>Expand</summary>Lighting Technology of The Last Of Us<br>GDC 14: A Context-Aware Character Dialog System<br>The Motion Capture Pipeline of The Last of Us<br>Parallelizing the Naughty Dog Engine Using Fibers<br></details>
Battlefield 4DICEFrostbite2013<details><summary>Expand</summary>Rendering Battlefield 4 with Mantle by Yuriy ODonnell<br></details>
Crysis 3CrytekCryEngine2013<details><summary>Expand</summary>Crafting the world of Crysis<br>Shining the Light on Crysis 3<br></details>
Splinter Cell: BlacklistUbisoft TorontoUE2.52013<details><summary>Expand</summary>Modeling AI Perception and Awareness in Splinter Cell: Blacklist<br></details>
Forza Motorsport 5Turn 10 StudiosForzaTech2013<details><summary>Expand</summary>Capturing Reality: Gathering Reference for Forza Motorsport 5<br></details>
Killer InstinctRare, Double Helix Games, Iron Galaxy Studios, Dlala StudiosHexEngine2013<details><summary>Expand</summary>Designing AI for Killer Instinct<br></details>
Path of ExileGrinding Gear GamesInternal2013<details><summary>Expand</summary>Procedural World Generation in Path of Exile<br>ExileCon Dev Talk - Creating Game Effects in Path of Exile<br></details>
Diablo 3Blizzard Albany, Team 3Internal2012<details><summary>Expand</summary>Game Art Tricks<br>Game Art Tricks<br>Game Art Tricks<br>Game Art Tricks<br></details>
007 Legends : MoonrakerEurocomUE32012<details><summary>Expand</summary>007 Legends The World<br></details>
Assassins Creed 3Ubisoft MontrealAnvilNext2012<details><summary>Expand</summary>Assassins Creed 3 Bouncing Light<br>Assassins Creed 3 LOD Blending<br>Rendering Assassin's Creed III<br></details>
Hitman: AbsolutionIO InteractiveGlacier 22012<details><summary>Expand</summary>Creating the AI for the Characters of Hitman: Absolution<br></details>
Ghost Recon Future SoldierUbisoft ParisInternal2012<details><summary>Expand</summary>A Different Approach for Continuous Physics in Ghost Recon Future Soldier<br></details>
Blade & SoulNCSOFTUE32012<details><summary>Expand</summary>Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'<br></details>
Counter-Strike: Global OffensiveValve Corporation, Hidden Path EntertainmentSource2012<details><summary>Expand</summary>Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive<br>Building the Content that Drives the Counter-Strike: Global Offensive Economy<br></details>
Final Fantasy Agni's Philosophy (Tech Demo)Square EnixLuminous Studio2012<details><summary>Expand</summary>Web Page<br>Practical Applications of Compute for Simulation in Agni's Philosophy<br></details>
JourneyThatgamecompanyPhyreEngine2012<details><summary>Expand</summary>Sand Rendering in Journey<br></details>
Batman : Arkham CityRocksteady StudiosUE32011<details><summary>Expand</summary>Froyok's Blog<br></details>
Deus Ex: Human RevolutionEidos-MontréalCrystal2011<details><summary>Expand</summary>Graphics Study<br>GDC 2012<br>Reimagining a Classic: The Design<br>Building the Story-driven Experience<br>Game Art Tricks: Alpha Terrain<br></details>
Binding of IsaacEdmund McMillen, Florian HimslFlash2011<details><summary>Expand</summary>Binding of Isaac Composition<br></details>
Battlefield 3DICEFrostbite2011<details><summary>Expand</summary>Culling the Battlefield: Data Oriented Design in Practice<br>DirectX 11 Rendering in Battlefield 3<br></details>
Crysis 2CrytekCryEngine 32011<details><summary>Expand</summary>Crysis 2 Multiplayer: A Programmer's Postmortem<br></details>
Mortal KombatNetherRealm StudiosUE32011<details><summary>Expand</summary>8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2<br></details>
SkylandersToys for BobInternal2011<details><summary>Expand</summary>Supercharged! Vehicle Physics in Skylanders<br></details>
Portal 2ValveSource2011<details><summary>Expand</summary>Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.<br>Water Flow in Portal 2.<br></details>
God of War 3Santa Monica StudioInternal2010<details><summary>Expand</summary>Morphological Antialiasing<br>More on God of War III Antialiasing<br>DF article<br>Sig 2019: Interactive Wind and Vegetation<br>Playtesting 'God of War'<br>Evolving Combat in 'God of War' for a New Perspective<br>Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'<br>Disintegrating Meshes with Particles in 'God of War'<br>Wind Simulation in God of War<br></details>
Mafia II2K CzechInternal2010<details><summary>Expand</summary>Hat vs Hair<br></details>
Starcraft 2Blizzard EntertainmentSC2 Engine2010<details><summary>Expand</summary>Starcraft 2 Localization<br></details>
Battlefield Bad Company 2DICEFrostbite 1.52010<details><summary>Expand</summary>Battlefield Bad Company 2 Smoke Column<br></details>
CityVilleZyngaFlash2010<details><summary>Expand</summary>CityVille: Lessons Learned & Tools Used<br></details>
Dead Rising 2Capcom VancouverMT Framework2010<details><summary>Expand</summary>1000s of Zombies, 1000s of Problems, 1000s of Dollars<br></details>
Two Worlds IIReality PumpGRACE 22010<details><summary>Expand</summary>Advanced Material<br></details>
Skate 3EA Black BoxRenderWare2010<details><summary>Expand</summary>Building Game UI with Scaleform<br></details>
World of Tanks: MercenariesWargamingBigWorld2010<details><summary>Expand</summary>Bringing Replays to World of Tanks: Mercenaries<br></details>
Assassin's Creed BrotherhoodUbisoft MontrealAnvil2010<details><summary>Expand</summary>AI & Animation in Assassin's Creed Brotherhood<br></details>
Halo: ReachBungieHalo Engine2010<details><summary>Expand</summary>I Shot You First: Networking the Gameplay of Halo: Reach<br></details>
ALAN WAKERemedyNorthlight2010<details><summary>Expand</summary>ALAN WAKE: The Writer Who Made Us Rewrite Our Engine<br></details>
Assassin's Creed IIUbisoft MontréalAnvil Engine2009<details><summary>Expand</summary>Froyok's Blog<br></details>
Left 4 Dead 2ValveSource2009<details><summary>Expand</summary>Left 4 Dead 2 Puke<br>Rendering Wounds in Left 4 Dead 2<br>Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2<br></details>
League of LegendsRiot GamesInternal2009<details><summary>Expand</summary>Building the Chat Service for League of Legends<br>League of Legends: Scaling to Millions of Summoners<br>A Trip Down The LoL Graphics Pipeline<br>Performance analysis in esports part 1<br></details>
Forza Motorsport 3Turn 10 StudiosForzaTech2009<details><summary>Expand</summary>Forza Motorsport 3 Audio Design<br></details>
Velvet AssassinReplay StudiosUE32009<details><summary>Expand</summary>Building a Dynamic Lighting Engine<br></details>
Dragon AgeBioWareFrostbite 32009<details><summary>Expand</summary>Connecting Players and Franchise Across Console Generations in the Dragon Age Keep<br></details>
Halo WarsEnsemble Studios, 343 Industries, Creative AssemblyHavok2009<details><summary>Expand</summary>The Terrain of Halo Wars<br></details>
Final Fantasy 13Square EnixCrystal Tools2009<details><summary>Expand</summary>Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics<br></details>
Fallout 3Bethesda Game StudiosGamebryo2008<details><summary>Expand</summary>Game Art Tricks<br></details>
Digital Combat SimulatorEagle DynamicsInternal2008<details><summary>Expand</summary>DCS Frame Analysis<br></details>
Mirror's EdgeDICEUE32008<details><summary>Expand</summary>Henrikgdc09 Compat<br>The Unique Lighting of Mirror's Edge<br></details>
Sacred 2AscaronInternal2008<details><summary>Expand</summary>Burning Map Effect in Sacred 2<br>Pulse Shader in Sacred 2<br>Crystal Reflection in Sacred 2<br>Sacred 2 Fake Mirror<br></details>
Battlefield Bad CompanyDICEFrostbite 1.02008<details><summary>Expand</summary>Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite<br></details>
Left 4 DeadValveSource2008<details><summary>Expand</summary>The AI Systems of Left 4 Dead<br>Replayable Cooperative Game Design: Left 4 Dead<br></details>
NARUTO: Ultimate Ninja STORMCyber Connect 2Internal2008<details><summary>Expand</summary>GDC: Cinematic Next-Generation Action NARUTO<br></details>
Halo 3BungieInternal2007<details><summary>Expand</summary>Lighting Research at Bungie<br></details>
Supreme CommanderGas Powered GamesInternal2007<details><summary>Expand</summary>Supreme Commander Graphics Study<br>Wiki of Height Map<br>GameSpot's article<br></details>
Enemy Territory: Quake WarsSplash Damageid Tech 42007<details><summary>Expand</summary>Oblivion Territory Tree vs Palm<br></details>
Bioshock2K Boston, 2K AustraliaUE2.52007<details><summary>Expand</summary>Bioshock Glossiness<br>The Cutting Room Floor<br></details>
CrysisCrytekCryEngine2007<details><summary>Expand</summary>Crysis Next Gen Effects<br>Crysis and DX10<br>The Crysis of Audio<br></details>
S.T.A.L.K.E.R.GSC Game WorldX-Ray Engine2007<details><summary>Expand</summary>GPU Gems2: Chapter 9<br></details>
Team Fortress 2ValveSource2007<details><summary>Expand</summary>Lessons learned porting Team Fortress 2 to Virtual Reality.<br>TF2 - From The Orange Box to Free to Play in 'Just' Four Years!<br>Stylization With a Purpose: The Illustrative World of Team Fortress 2<br>Illustrative Rendering in Team Fortress 2<br></details>
PortalValveSource2007<details><summary>Expand</summary>Integrating Narrative and Design: A Portal Post-Mortem<br></details>
TES: OblivionBethesda Game StudiosGamebryo2006<details><summary>Expand</summary>Oblivion Territory Tree vs Palm<br></details>
Company of HeroesRelic EntertainmentEssence Engine2006<details><summary>Expand</summary>Company of Heroes Flamethrower<br>Company of Heroes Shaded Smoke<br></details>
Lost PlanetSpark Unlimited, Capcom, HexaDriveMT Framework2006<details><summary>Expand</summary>CEDEC 2007: Capcom on Lost Planet Part I<br>CEDEC 2007: Capcom on Lost Planet Part II<br>カプコン次世代ゲームエンジンの真実! 早くも「ロストプラネット2」のハイテクビジュアルの秘密を公開!!<br></details>
Shadow of the ColossusJapan Studio, Team IcoInternal2005<details><summary>Expand</summary>Froyok's Blog<br>DF Retro<br></details>
Battlefield 2DICEFrostbite 22005<details><summary>Expand</summary>Battlefield 2 Flag Sound<br></details>
Doom 3id Softwareid Tech 42004<details><summary>Expand</summary>Game Art Tricks<br>Game Art Tricks<br>Source code review<br>Vulkan Port<br>The DOOM III Network Architecture<br></details>
World of WarcraftBlizzardInternal2004<details><summary>Expand</summary>World of Warcraft Balloon<br></details>
Far CryCrytekCry Engine2004<details><summary>Expand</summary>Far Cry and DX9<br></details>
Half-Life 2ValveSource2004<details><summary>Expand</summary>Valve's Design Process for Creating Half-Life 2.<br>Physical Gameplay in Half-Life 2<br>Half-Life 2 / Valve Source Shading<br></details>
EVE OnlineCCP GamesTrinity2003<details><summary>Expand</summary>Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC<br></details>
Call of DutyInfinity Ward, Treyarch, Sledgehammer Games, Raven SoftwareIW engine, Treyarch NGL2003<details><summary>Expand</summary>Automated Testing and Profiling for Call of Duty<br></details>
Eve OnlineCCP GamesTrinity2003<details><summary>Expand</summary>The Benefits and Challenges of Supporting Third-Party Developers in Eve Online<br></details>
Zelda - Wind WakerNintendo EADInternal2002<details><summary>Expand</summary>Nathan Gordon's Blog<br>Soenke Seidel's Blog<br>Game Art Tricks<br>Zelda Windwaker Textures Yay or Nay ?!<br>Zelda: Wind waker Tech and Texture Analysis picture heavy<br></details>
Divine DivinityLarian StudiosInternal2002<details><summary>Expand</summary>Divine Divinity 2D Reflexion<br></details>
Warcraft 3BlizzardInternal2002<details><summary>Expand</summary>Warcraft 3 Billboards<br></details>
HaloBungie, 343 IndustriesSlipspace Engine2001<details><summary>Expand</summary>Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective<br></details>
Diablo 2Blizzard NorthInternal2000<details><summary>Expand</summary>Don't Starve & Diablo Parallax<br></details>
1nsaneInvictus GamesInternal2000<details><summary>Expand</summary>1nsane Carpet 2 Repetitive Worlds<br></details>
Deus ExIon StormUE12000<details><summary>Expand</summary>Deus Ex Scanlines<br>Deus Ex Occlusion<br></details>
Dungeon Keeper 2BullfrogInternal1999<details><summary>Expand</summary>Wonky walls<br>Grid-based lighting<br></details>
Age of EmpiresI&IIEnsemble StudiosGenie1999<details><summary>Expand</summary>GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond<br></details>
MiMazeChristophe DIOT and Laurent GAUTIERInternal1999<details><summary>Expand</summary>Bucket Synchonization<br></details>
Half-LifeValveGoldSrc1998<details><summary>Expand</summary>The Cabal: Valve’s Design Process For Creating Half-Life<br>A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!<br></details>
GoldenEye 007RareInternal1997<details><summary>Expand</summary>DF Retro EX<br></details>
Panzer Dragoon SeriesTeam AndromedaInternal1995<details><summary>Expand</summary>Classic Game Postmortem<br></details>
Super Mario Bros. 3NintendoSource1988<details><summary>Expand</summary>Super Mario Bros. 3 - The Cutting Room Floor<br></details>
Kid IcarusNintendo R&D1Internal1986<details><summary>Expand</summary>Kid Icarus Tricks<br></details>
FIFAEA VancouverFrostbiteN/A<details><summary>Expand</summary>How FIFA Delivers Live Content to Users Fast<br></details>
Path of Exile 2Grinding Gear GamesInternalN/A<details><summary>Expand</summary>The rendering techniques of Path of Exile (Alexander Sannikov)<br></details>

References


Contributing

<!-- ALL-CONTRIBUTORS-LIST:START - Do not remove or modify this section -->
<a href="https://github.com/K1ngst0m"><img src="https://avatars.githubusercontent.com/u/34272057?v=4" width="50px" /><br /><sub>K1ngst0m</sub></a><a href="https://github.com/RTM945"><img src="https://avatars.githubusercontent.com/u/8003484?v=4" width="50px" /><br /><sub>RTM945</sub></a><a href="https://github.com/wyryyds"><img src="https://avatars.githubusercontent.com/u/96603553?v=4" width="50px" /><br /><sub>wyryyds</sub></a><a href="https://github.com/Trass3r"><img src="https://avatars.githubusercontent.com/u/404623?v=4" width="50px" /><br /><sub>Trass3r</sub></a><a href="https://github.com/Chaphlagical"><img src="https://avatars.githubusercontent.com/u/35370033?v=4" width="50px" /><br /><sub>Chaphlagical</sub></a>
<a href="https://github.com/1961629480"><img src="https://avatars.githubusercontent.com/u/90666068?v=4" width="50px" /><br /><sub>1961629480</sub></a><a href="https://github.com/WeebOwO"><img src="https://avatars.githubusercontent.com/u/50624245?v=4" width="50px" /><br /><sub>WeebOwO</sub></a><a href="https://github.com/irimsky"><img src="https://avatars.githubusercontent.com/u/42032614?v=4" width="50px" /><br /><sub>irimsky</sub></a><a href="https://github.com/manhua-man"><img src="https://avatars.githubusercontent.com/u/67098894?v=4" width="50px" /><br /><sub>manhua-man</sub></a><a href="https://github.com/rubyKC"><img src="https://avatars.githubusercontent.com/u/40796075?v=4" width="50px" /><br /><sub>rubyKC</sub></a>
<a href="https://github.com/mingshi2333"><img src="https://avatars.githubusercontent.com/u/39061799?v=4" width="50px" /><br /><sub>mingshi2333</sub></a>
<!-- ALL-CONTRIBUTORS-LIST:END -->