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Awesome Game Analysis
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Contents
Analysis - Games
Game | Developer | Engine | Year | Analysis |
---|---|---|---|---|
Monster Hunter Wilds | Capcom | RE Engine | 2025 | <details open><summary>Expand</summary>• Is Rendering Still Evolving?<br>• New Rendering Features Rundown<br></details> |
Alan Wake 2 | Remedy | Northlight | 2023 | <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> |
Starfield | Bethesda | Creation Engine 2 | 2023 | <details open><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 Rush | Tango Gameworks | UE4 | 2023 | <details><summary>Expand</summary>• 3D Toon Rendering in 'Hi-Fi RUSH'<br></details> |
Diablo 4 | Blizzard Albany, Team 3 | Internal | 2023 | <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: Nordics | Nihon Falcom | Internal | 2023 | <details><summary>Expand</summary>• PC Optimization Journey<br></details> |
Final Fantasy 16 | Square Enix | Internal | 2023 | <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 2023 | Codemasters | EGO | 2023 | <details><summary>Expand</summary>• PS5 vs Xbox Series X/S vs PC – Ray Tracing<br></details> |
Company of Heroes 3 | Relic Entertainment | Essence Engine 4.0 | 2023 | <details><summary>Expand</summary>• Company of Heroes 3 - From PC to Consoles<br></details> |
Resident Evil 4 Re | Capcom | RE Engine | 2023 | <details><summary>Expand</summary>• DF Tech Review<br></details> |
Horizon: Call of the Mountain | Guerrilla | Decima | 2023 | <details><summary>Expand</summary>• Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown<br></details> |
Dead Space Remake | Motive Studios | Frostbite | 2023 | <details><summary>Expand</summary>• DF Tech Review<br></details> |
Hi-Fi Rush | Tango Gameworks | UE4 | 2023 | <details><summary>Expand</summary>• DF Tech Review<br>• CGWorldJP: Character, motion, and effects edition<br>• CGWorldJP: Background/Lighting<br></details> |
Remnant2 | Gunfire Games | UE5 | 2023 | <details><summary>Expand</summary>• Remnant 2 review – a war across worlds<br></details> |
Baldur's Gate 3 | Larian Studios, Elverils | Divinity 4.0 | 2023 | <details><summary>Expand</summary>• DF Tech Review - Graphics Analysis + Optimised Settings<br></details> |
Immortals of Aveum | Ascendant Studios | UE5 | 2023 | <details><summary>Expand</summary>• IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE<br></details> |
Elden Ring | FromSoftware | Internal | 2022 | <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/Violet | Game Freak | Internal | 2022 | <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 Arceus | Game Freak | Internal | 2022 | <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 Ragnarok | Santa Monica Studio | Internal | 2022 | <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 West | Guerrilla | Decima | 2022 | <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 Quarry | Supermassive Games | UE4 | 2022 | <details><summary>Expand</summary>• Case Study: Creating Realistic Facial Motion for 'The Quarry'<br></details> |
Forspoken | Luminous Productions | Luminous Engine | 2022 | <details><summary>Expand</summary>• DF Tech Review<br></details> |
Warhammer 40,000: Darktide | Fatshark | Internal | 2022 | <details><summary>Expand</summary>• How FatShark constructed their central asset pipeline with Simplygon<br></details> |
Xenoblade Chronicles 3 | Monolith Soft | Internal | 2022 | <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 7 | Polyphony Digital | Internal | 2022 | <details><summary>Expand</summary>• Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation<br></details> |
The Callisto Protocol | Striking Distance Studios | UE4 | 2022 | <details><summary>Expand</summary>• SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx<br></details> |
Halo Infinite | 343 Industries | Slipspace | 2021 | <details><summary>Expand</summary>• One Frame in 'Halo Infinite'<br></details> |
Diablo 2 Resurrected | Blizzard, Vicarious Visions | Internal | 2021 | <details><summary>Expand</summary>• DF Tech Analysis<br>• An Overview of the 'Diablo II: Resurrected' Renderer<br></details> |
Knockout City | Velan Studios | Internal | 2021 | <details><summary>Expand</summary>• Knockout City's Parallel Play<br></details> |
Forza Horizon 5 | Playground Games | ForzaTech | 2021 | <details><summary>Expand</summary>• How Parameters Drive the Particle Effects of 'Forza Horizon 5'<br></details> |
Returnal | Housemarque | UE4 | 2021 | <details><summary>Expand</summary>• Can We Do It with Particles?: VFX Learnings from 'Returnal'<br></details> |
Ratchet and Clank: Rift Apart | Insomniac Games | Internal | 2021 | <details><summary>Expand</summary>• Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'<br>• DF Blog<br></details> |
Far Cry 6 | Ubisoft Toronto | Dunia Engine | 2021 | <details><summary>Expand</summary>• Simulating Tropical Weather in 'Far Cry 6'<br></details> |
Dreamscaper | Afterburner Studios | UE4 | 2021 | <details><summary>Expand</summary>• Dreamscaper: Killer Combat on an Indie Budget<br></details> |
FIFA 22 | EA Vancouver, EA Romania | Frostbite 3 | 2021 | <details><summary>Expand</summary>• 'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology<br></details> |
Dyson Sphere Program | Youthcat Studio | Unity | 2021 | <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 2077 | CD Projekt Red | REDengine 4 | 2020 | <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 Eternal | id Software | id Tech 7 | 2020 | <details><summary>Expand</summary>• Simon Coenen's Blog<br></details> |
Mafia: Definitive Edition | Hangar 13 | Mafia III engine | 2020 | <details><summary>Expand</summary>• The Code Corsair<br></details> |
Teardown | Tuxedo Labs | Internal | 2020 | <details><summary>Expand</summary>• Frame Teardown<br>• Teardown Breakdown<br></details> |
Final Fantasy 7 Remake | Square Enix | UE4 | 2020 | <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 Tsushima | Sucker Punch | Internal | 2020 | <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 Rift | Riot Games | Internal | 2020 | <details><summary>Expand</summary>• The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline<br></details> |
Spelunky 2 | Mossmouth, BlitWorks | Internal | 2020 | <details><summary>Expand</summary>• Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'<br></details> |
Marvel's Spider-Man: Miles Morales | Insomniac Games | Internal | 2020 | <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 II | Naughty Dog | Internal | 2020 | <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> |
Noita | Nolla Games | Falling Everything | 2020 | <details><summary>Expand</summary>• 80lv's Interview<br></details> |
Dragon Ball Z Kakarot | Cyber Connect 2 | UE4 | 2020 | <details><summary>Expand</summary>• Thomas @ Stylized Station's Twitter thread<br></details> |
Death Stranding | Kojima Productions | Decima | 2019 | <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 Re | Capcom Division 1 | RE Engine | 2019 | <details><summary>Expand</summary>• Behind the Pretty Frames<br>• Anton Schreiner's Blog<br></details> |
Metro Exodus | 4A Games | 4A Engine | 2019 | <details><summary>Expand</summary>• Anton Schreiner's Blog<br>• Balázs Török's Blog<br></details> |
Control | Remedy | Northlight Engine | 2019 | <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 11 | NetherRealm Studios | UE3 | 2019 | <details><summary>Expand</summary>• Frame Analysis<br></details> |
A Plague Tale: Innocence | Asobo Studio | Internal | 2019 | <details><summary>Expand</summary>• Dissecting A Plague Tale: Innocence<br>• Gamingbolt Graphics Analysis<br></details> |
Star Wars Jedi: Fallen Order | Respawn | UE4 | 2019 | <details><summary>Expand</summary>• Analysis of Water Effects<br>• Physical Animation in Star Wars Jedi: Fallen Order<br></details> |
Call of Duty: Modern Warfare | Infinity Ward | IW engine | 2019 | <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 5 | The Coalition | UE5 | 2019 | <details><summary>Expand</summary>• The making of Gears 5: how the Coalition hit 60fps - and improved visual quality<br></details> |
Days Gone | Bend Studio | UE4 | 2019 | <details><summary>Expand</summary>• Squad Coordination in Days Gone<br>• Screen Space Shadows<br></details> |
Sea of Solitude | Jo-Mei Games | Unity | 2019 | <details><summary>Expand</summary>• Paint It Black: The Art of 'Sea of Solitude'<br></details> |
Untitled Goose Game | House House | Unity | 2019 | <details><summary>Expand</summary>• Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'<br></details> |
Tom Clancy's The Division 2 | Massive Entertainment | Snowdrop | 2019 | <details><summary>Expand</summary>• Game Server Performance on Tom Clancy's The Division 2<br></details> |
Super Mario Maker 2 | Nintendo | Internal | 2019 | <details><summary>Expand</summary>• What Cause Lag in Super Mario Maker 2's Online<br></details> |
Epitasis | Epitasis Games | UE4 | 2019 | <details><summary>Expand</summary>• 80lv's Interview<br></details> |
God of War 4 | Santa Monica Studio | Internal | 2018 | <details><summary>Expand</summary>• Raising Atreus for Battle in God of War<br>• Behind the Pretty Frames<br></details> |
Red Dead Redemption 2 | Rockstar San Diego | RAGE | 2018 | <details><summary>Expand</summary>• imgeself's Blog<br>• SIG 2019: Creating the Atmospheric World<br></details> |
Jurassic World: Evolution | Frontier | Cobra | 2018 | <details><summary>Expand</summary>• The Code Corsair<br></details> |
Ni no Kuni II | Level-5 | Internal | 2018 | <details><summary>Expand</summary>• Thomas' Blog<br></details> |
Shadows of the Tomb Raider | Eidos-Montréal | Foundation engine | 2018 | <details><summary>Expand</summary>• Shadows of the Tomb Raider<br></details> |
Kingdom Come: Deliverance | Warhorse Studios | CryEngine | 2018 | <details><summary>Expand</summary>• Adaptive Clothing System in Kingdom Come: Deliverance<br></details> |
The Walking Dead: Our World | Next Games | Unity | 2018 | <details><summary>Expand</summary>• Social Depth of Location-Based Play in 'The Walking Dead: Our World'<br></details> |
Just Cause 4 | Avalanche Studios | Apex | 2018 | <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 Thieves | Rare | UE4 | 2018 | <details><summary>Expand</summary>• Automated Testing of Gameplay Features in 'Sea of Thieves'<br></details> |
Tetris Effect | Monstars Inc. and Resonair | UE4 | 2018 | <details><summary>Expand</summary>• Making 'Tetris Effect'-ive<br></details> |
Battlefield V | DICE | Frostbite | 2018 | <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-Man | Insomniac Games | Internal | 2018 | <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> |
Frostpunk | 11 bit studios | Liquid Engine | 2018 | <details><summary>Expand</summary>• Content Fueled Gameplay Programming in Frostpunk<br></details> |
Astro Bot Rescue Mission | SIE Japan Studio | Internal | 2018 | <details><summary>Expand</summary>• Taming Technologies Behind Astro Bot Rescue Mission<br></details> |
Assassin's Creed Odyssey | Ubisoft Quebec | AnvilNext 2.0 | 2018 | <details><summary>Expand</summary>• Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey<br></details> |
Detroit: Become Human | Quantic Dream | Internal | 2018 | <details><summary>Expand</summary>• The Lighting Technology of Detroit: Become Human<br></details> |
Far Cry 5 | Ubisoft Montreal | Dunia Engine | 2018 | <details><summary>Expand</summary>• Water Rendering in Far Cry 5<br></details> |
Prismata | Lunarch Studios | Internal | 2018 | <details><summary>Expand</summary>• Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata<br></details> |
Below | Capybara Games | Internal | 2018 | <details><summary>Expand</summary>• The Rendering of Below<br></details> |
Shadow of the Colossus Remake | Bluepoint | Internal | 2018 | <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 Traveler | Square Enix, Acquire | UE4 | 2018 | <details><summary>Expand</summary>• DF Tech Analysis<br>• DF PC vs Switch<br>• Unreal Fest Europe 2019<br></details> |
Destiny 2 | Bungie | Tiger Engine | 2017 | <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 Studios | RenderDragon | 2017 | <details><summary>Expand</summary>• Frame Analysis - RTX<br>• Microsoft Game Dev<br>• DF's Minecraft RTX Deep Dive<br>• GTC 2020<br></details> |
Slime Rancher | Monomi Park | Unity | 2017 | <details><summary>Expand</summary>• A frame of Slime Rancher<br></details> |
Divinity: Original Sin 2 | Larian Studios | Divinity Engine | 2017 | <details><summary>Expand</summary>• Divine Fire: A deep dive into the VFX<br></details> |
Star Wars Battlefront II | EA DICE, Criterion Games, Motive Studios | Frostbite | 2017 | <details><summary>Expand</summary>• Battlefront II Layered Explosion<br>• Precomputed Global Illumination in Frostbite<br></details> |
Zelda: Breath of the Wild | Nintendo | Internal | 2017 | <details><summary>Expand</summary>• The Bling-Bling Offset<br></details> |
RIME | Tequila Works | UE4 | 2017 | <details><summary>Expand</summary>• Stylized VFX in RIME<br></details> |
Middle-earth: Shadow of War | Monolith | Lithtech | 2017 | <details><summary>Expand</summary>• Middle-earth: Shadow of War<br></details> |
FAITH | Airdorf Games | Unity | 2017 | <details><summary>Expand</summary>• MORTIS 101: 'FAITH's' Horror Design Toolkit<br></details> |
Assassin's Creed: Origins | Ubisoft Montreal | AnvilNext 2.0 | 2017 | <details><summary>Expand</summary>• Virtual Insanity: Meta AI on Assassin's Creed: Origins<br></details> |
Battlefield 1 | DICE | Frostbite 3 | 2017 | <details><summary>Expand</summary>• 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda<br></details> |
Mass Effect Andromeda | BioWare | Frostbite 3 | 2017 | <details><summary>Expand</summary>• 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda<br></details> |
Horizon: Zero Dawn | Guerrilla Games | Decima | 2017 | <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 Honor | Ubisoft Montreal | AnvilNext 2.0 | 2017 | <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 2 | NetherRealm Studios | UE3 | 2017 | <details><summary>Expand</summary>• 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2<br></details> |
Night in the Woods | Infinite Fall | Unity | 2017 | <details><summary>Expand</summary>• Making Night in the Woods Better with Open Source<br></details> |
Resident Evil 7 | Capcom | RE Engine | 2017 | <details><summary>Expand</summary>• RE Engine Analysis<br></details> |
Splatoon 2 | Nintendo | Internal | 2017 | <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 Tarkov | Battlestate | Unity | 2017 | <details><summary>Expand</summary>• Game Tech Overview<br></details> |
Hellblade: Senua's Sacrifice | Ninja Theory | UE4 | 2017 | <details><summary>Expand</summary>• Digital Humans: Crossing the Uncanny Valley in UE4<br></details> |
Doom | id Software | id Tech 6 | 2016 | <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> |
Overwatch | Blizzard, Iron Galaxy | Internal | 2016 | <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 Shogun | Mimimi Productions | Unity | 2016 | <details><summary>Expand</summary>• Kosmonaut's Blog<br></details> |
The Witness | Thekla | Internal | 2016 | <details><summary>Expand</summary>• The Witness Frame Part 1<br></details> |
Dark Maus | Daniel Wright | Internal | 2016 | <details><summary>Expand</summary>• Dark Maus: Topdown Trees<br></details> |
Gears of War 4 | The Coalition | UE4 | 2016 | <details><summary>Expand</summary>• GDC Vault Gears of War 4<br></details> |
Battleborn | Gearbox Software | UE3 | 2016 | <details><summary>Expand</summary>• The VFX Process Behind 'Battleborn'<br></details> |
Mafia III | Hangar 13 | Illusion | 2016 | <details><summary>Expand</summary>• Triage on the Front Line: Improving Mafia III AI in a Live Product<br></details> |
Final Fantasy 15 | Square Enix Business Division 2 | Luminous Studio | 2016 | <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 Primal | Ubisoft Toronto | Dunia Engine | 2016 | <details><summary>Expand</summary>• Character Pipeline and Customization System for Far Cry Primal<br></details> |
Watch Dogs 2 | Ubisoft Montreal | Disrupt | 2016 | <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 2 | Respawn Entertainment | Source | 2016 | <details><summary>Expand</summary>• Efficient Texture Streaming in Titanfall 2<br></details> |
Uncharted 4 | Naughty Dog | Naughty Dog Engine | 2016 | <details><summary>Expand</summary>• The Science of Off-Roading: Uncharted 4's 4x4<br></details> |
Dishonored 2 | Arkane Studios | Void Engine | 2016 | <details><summary>Expand</summary>• Taking Back What's Ours: The AI of Dishonored 2<br></details> |
Tom Clancy's The Division | Massive Entertainment | Snowdrop | 2016 | <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 Flood | The Molasses Flood | UE4 | 2016 | <details><summary>Expand</summary>• Forging The River in The Flame in The Flood<br></details> |
INSIDE | Playdead | Unity | 2016 | <details><summary>Expand</summary>• Temporal Reprojection Anti-Aliasing in INSIDE<br>• Low Complexity, High Fidelity: The Rendering of INSIDE<br></details> |
Stellaris | Paradox Development Studio | Clausewitz Engine | 2016 | <details><summary>Expand</summary>• Creating Complex AI Behavior in Stellaris Through Data-Driven Design<br></details> |
Total War: Warhammer | Creative Assembly | Warscape | 2016 | <details><summary>Expand</summary>• Siege Battle AI in Total War: Warhammer<br></details> |
No Man's Sky | Hello Games | Internal | 2016 | <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 3 | CD Projekt Red | RED Engine 3 | 2015 | <details><summary>Expand</summary>• Mateusz's Blog<br>• 'Witcher 3' on the Nintendo Switch<br></details> |
Metal Gear Solid V | Kojima Productions | Fox Engine | 2015 | <details><summary>Expand</summary>• Graphics Study<br>• GDC 13<br>• DigitalFoundry Tech Analysis<br>• NVIDIA Performance Guide<br></details> |
Rise of the Tomb Raider | Crystal Dynamics | Foundation Engine | 2015 | <details><summary>Expand</summary>• The Code Corsair<br></details> |
Yakuza 0 | Ryu Ga Gotoku Studio | Dragon Engine | 2015 | <details><summary>Expand</summary>• Fixing attempts for Yakuza 0<br></details> |
Waves 2: Notorious | Rob "Squid" Hale | UE4 | 2015 | <details><summary>Expand</summary>• A Frame of Waves 2<br></details> |
Batman: Arkham Knight | Rocksteady | UE3 | 2015 | <details><summary>Expand</summary>• Unmasking Arkham Knight<br></details> |
Fallout 4 | Bethesda Game Studios | Creation Engine | 2015 | <details><summary>Expand</summary>• Game Art Tricks<br>• Game Art Tricks<br></details> |
Assassin's Creed Syndicate | Ubisoft Quebec | AnvilNext 2 | 2015 | <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 Qud | Freehold Games | Unity | 2015 | <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: Guardians | 343 Industries | Halo engine | 2015 | <details><summary>Expand</summary>• Geometry Caching Optimizations in Halo 5: Guardians<br></details> |
Just Cause 3 | Avalanche Studios | Avalanche Engine | 2015 | <details><summary>Expand</summary>• Tree's Company: Systemic AI Design in Just Cause 3<br></details> |
Rocket League | Psyonix | UE3 | 2015 | <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 Siege | Ubisoft Montreal | AnvilNext 2.0 | 2015 | <details><summary>Expand</summary>• Rendering Rainbow Six Siege<br>• The Art of Destruction in Rainbow Six: Siege<br></details> |
Call of Duty: Black Ops III | Treyarch | IW engine | 2015 | <details><summary>Expand</summary>• Fighting Latency on Call of Duty: Black Ops III<br></details> |
The Order: 1886 | Ready at Dawn | Ready at Dawn Engine 4.0 | 2015 | <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 Mordor | Monolith Productions | LithTech Jupiter EX | 2014 | <details><summary>Expand</summary>• The Code Corsair<br></details> |
Castlevania: Lords of Shadow 2 | MercurySteam | Mercury | 2014 | <details><summary>Expand</summary>• The Code Corsair<br></details> |
COD: Advanced Warfare | Sledgehammer Games | Internal | 2014 | <details><summary>Expand</summary>• Next Generation Post Processing<br></details> |
Alien Isolation | Creative Assembly | Custom | 2014 | <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 Order | MachineGames | id Tech 5 | 2014 | <details><summary>Expand</summary>• Alien vs Wolfenstein: Cutting Torch<br></details> |
Adventure Capitalist | Hyper Hippo | Unity | 2014 | <details><summary>Expand</summary>• Adventure Capitalist Postmortem or<br></details> |
Far Cry 4 | Ubisoft Montreal | Dunia Engine 2 | 2014 | <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 Pack | Jackbox Games | Internal | 2014 | <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 Unity | Ubisoft Montreal | AnvilNext 2.0 | 2014 | <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> |
Titanfall | Respawn Entertainment | Source | 2014 | <details><summary>Expand</summary>• Extreme SIMD: Optimized Collision Detection in Titanfall<br></details> |
Destiny | Bungie | Tiger Engine | 2014 | <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 Zeroes | Kojima Productions | Fox Engine | 2014 | <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 Online | ZeniMax Online Studios | Havok | 2014 | <details><summary>Expand</summary>• Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline<br></details> |
Dragon Age Inquisition | BioWare | Frostbite 3 | 2014 | <details><summary>Expand</summary>• Getting Inquisitive About the AI of Dragon Age Inquisition<br></details> |
Yandere Simulator | Alex Mahan (YandereDev) | Unity | 2014 | <details><summary>Expand</summary>• Yandere Simulator Complete Source Code Analysis - Code Review<br></details> |
GTA 5 | Rockstar North | RAGE | 2013 | <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/Y | Game Freak | Internal | 2013 | <details><summary>Expand</summary>• Game Art Tricks<br></details> |
Assassin's Creed: Black Flag | Ubisoft Montreal | AnvilNext | 2013 | <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 Starve | Klei Entertainment | Custom | 2013 | <details><summary>Expand</summary>• Don't Starve & Diablo Parallax<br></details> |
Tomb Raider 9 | Crystal Dynamics | Crystal | 2013 | <details><summary>Expand</summary>• Tomb Raider Lara's Hot Secrets<br>• Hair in Tomb Raider<br></details> |
Bioshock Infinite | Irrational Games | UE3 | 2013 | <details><summary>Expand</summary>• BioShock Infinite Lighting<br></details> |
Dead Space 3 | Visceral Games | Frostbite 3 | 2013 | <details><summary>Expand</summary>• Dead Space 3 Diffuse Reflections<br></details> |
Metal Gear Rising | Platinum qGames | Internal | 2013 | <details><summary>Expand</summary>• Metal Gear Rising Slicing<br></details> |
The Last of Us | Naughty Dog | Internal | 2013 | <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 4 | DICE | Frostbite | 2013 | <details><summary>Expand</summary>• Rendering Battlefield 4 with Mantle by Yuriy ODonnell<br></details> |
Crysis 3 | Crytek | CryEngine | 2013 | <details><summary>Expand</summary>• Crafting the world of Crysis<br>• Shining the Light on Crysis 3<br></details> |
Splinter Cell: Blacklist | Ubisoft Toronto | UE2.5 | 2013 | <details><summary>Expand</summary>• Modeling AI Perception and Awareness in Splinter Cell: Blacklist<br></details> |
Forza Motorsport 5 | Turn 10 Studios | ForzaTech | 2013 | <details><summary>Expand</summary>• Capturing Reality: Gathering Reference for Forza Motorsport 5<br></details> |
Killer Instinct | Rare, Double Helix Games, Iron Galaxy Studios, Dlala Studios | HexEngine | 2013 | <details><summary>Expand</summary>• Designing AI for Killer Instinct<br></details> |
Path of Exile | Grinding Gear Games | Internal | 2013 | <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 3 | Blizzard Albany, Team 3 | Internal | 2012 | <details><summary>Expand</summary>• Game Art Tricks<br>• Game Art Tricks<br>• Game Art Tricks<br>• Game Art Tricks<br></details> |
007 Legends : Moonraker | Eurocom | UE3 | 2012 | <details><summary>Expand</summary>• 007 Legends The World<br></details> |
Assassins Creed 3 | Ubisoft Montreal | AnvilNext | 2012 | <details><summary>Expand</summary>• Assassins Creed 3 Bouncing Light<br>• Assassins Creed 3 LOD Blending<br>• Rendering Assassin's Creed III<br></details> |
Hitman: Absolution | IO Interactive | Glacier 2 | 2012 | <details><summary>Expand</summary>• Creating the AI for the Characters of Hitman: Absolution<br></details> |
Ghost Recon Future Soldier | Ubisoft Paris | Internal | 2012 | <details><summary>Expand</summary>• A Different Approach for Continuous Physics in Ghost Recon Future Soldier<br></details> |
Blade & Soul | NCSOFT | UE3 | 2012 | <details><summary>Expand</summary>• Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'<br></details> |
Counter-Strike: Global Offensive | Valve Corporation, Hidden Path Entertainment | Source | 2012 | <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 Enix | Luminous Studio | 2012 | <details><summary>Expand</summary>• Web Page<br>• Practical Applications of Compute for Simulation in Agni's Philosophy<br></details> |
Journey | Thatgamecompany | PhyreEngine | 2012 | <details><summary>Expand</summary>• Sand Rendering in Journey<br></details> |
Batman : Arkham City | Rocksteady Studios | UE3 | 2011 | <details><summary>Expand</summary>• Froyok's Blog<br></details> |
Deus Ex: Human Revolution | Eidos-Montréal | Crystal | 2011 | <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 Isaac | Edmund McMillen, Florian Himsl | Flash | 2011 | <details><summary>Expand</summary>• Binding of Isaac Composition<br></details> |
Battlefield 3 | DICE | Frostbite | 2011 | <details><summary>Expand</summary>• Culling the Battlefield: Data Oriented Design in Practice<br>• DirectX 11 Rendering in Battlefield 3<br></details> |
Crysis 2 | Crytek | CryEngine 3 | 2011 | <details><summary>Expand</summary>• Crysis 2 Multiplayer: A Programmer's Postmortem<br></details> |
Mortal Kombat | NetherRealm Studios | UE3 | 2011 | <details><summary>Expand</summary>• 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2<br></details> |
Skylanders | Toys for Bob | Internal | 2011 | <details><summary>Expand</summary>• Supercharged! Vehicle Physics in Skylanders<br></details> |
Portal 2 | Valve | Source | 2011 | <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 3 | Santa Monica Studio | Internal | 2010 | <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 II | 2K Czech | Internal | 2010 | <details><summary>Expand</summary>• Hat vs Hair<br></details> |
Starcraft 2 | Blizzard Entertainment | SC2 Engine | 2010 | <details><summary>Expand</summary>• Starcraft 2 Localization<br></details> |
Battlefield Bad Company 2 | DICE | Frostbite 1.5 | 2010 | <details><summary>Expand</summary>• Battlefield Bad Company 2 Smoke Column<br></details> |
CityVille | Zynga | Flash | 2010 | <details><summary>Expand</summary>• CityVille: Lessons Learned & Tools Used<br></details> |
Dead Rising 2 | Capcom Vancouver | MT Framework | 2010 | <details><summary>Expand</summary>• 1000s of Zombies, 1000s of Problems, 1000s of Dollars<br></details> |
Two Worlds II | Reality Pump | GRACE 2 | 2010 | <details><summary>Expand</summary>• Advanced Material<br></details> |
Skate 3 | EA Black Box | RenderWare | 2010 | <details><summary>Expand</summary>• Building Game UI with Scaleform<br></details> |
World of Tanks: Mercenaries | Wargaming | BigWorld | 2010 | <details><summary>Expand</summary>• Bringing Replays to World of Tanks: Mercenaries<br></details> |
Assassin's Creed Brotherhood | Ubisoft Montreal | Anvil | 2010 | <details><summary>Expand</summary>• AI & Animation in Assassin's Creed Brotherhood<br></details> |
Halo: Reach | Bungie | Halo Engine | 2010 | <details><summary>Expand</summary>• I Shot You First: Networking the Gameplay of Halo: Reach<br></details> |
ALAN WAKE | Remedy | Northlight | 2010 | <details><summary>Expand</summary>• ALAN WAKE: The Writer Who Made Us Rewrite Our Engine<br></details> |
Assassin's Creed II | Ubisoft Montréal | Anvil Engine | 2009 | <details><summary>Expand</summary>• Froyok's Blog<br></details> |
Left 4 Dead 2 | Valve | Source | 2009 | <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 Legends | Riot Games | Internal | 2009 | <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 3 | Turn 10 Studios | ForzaTech | 2009 | <details><summary>Expand</summary>• Forza Motorsport 3 Audio Design<br></details> |
Velvet Assassin | Replay Studios | UE3 | 2009 | <details><summary>Expand</summary>• Building a Dynamic Lighting Engine<br></details> |
Dragon Age | BioWare | Frostbite 3 | 2009 | <details><summary>Expand</summary>• Connecting Players and Franchise Across Console Generations in the Dragon Age Keep<br></details> |
Halo Wars | Ensemble Studios, 343 Industries, Creative Assembly | Havok | 2009 | <details><summary>Expand</summary>• The Terrain of Halo Wars<br></details> |
Final Fantasy 13 | Square Enix | Crystal Tools | 2009 | <details><summary>Expand</summary>• Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics<br></details> |
Fallout 3 | Bethesda Game Studios | Gamebryo | 2008 | <details><summary>Expand</summary>• Game Art Tricks<br></details> |
Digital Combat Simulator | Eagle Dynamics | Internal | 2008 | <details><summary>Expand</summary>• DCS Frame Analysis<br></details> |
Mirror's Edge | DICE | UE3 | 2008 | <details><summary>Expand</summary>• Henrikgdc09 Compat<br>• The Unique Lighting of Mirror's Edge<br></details> |
Sacred 2 | Ascaron | Internal | 2008 | <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 Company | DICE | Frostbite 1.0 | 2008 | <details><summary>Expand</summary>• Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite<br></details> |
Left 4 Dead | Valve | Source | 2008 | <details><summary>Expand</summary>• The AI Systems of Left 4 Dead<br>• Replayable Cooperative Game Design: Left 4 Dead<br></details> |
NARUTO: Ultimate Ninja STORM | Cyber Connect 2 | Internal | 2008 | <details><summary>Expand</summary>• GDC: Cinematic Next-Generation Action NARUTO<br></details> |
Halo 3 | Bungie | Internal | 2007 | <details><summary>Expand</summary>• Lighting Research at Bungie<br></details> |
Supreme Commander | Gas Powered Games | Internal | 2007 | <details><summary>Expand</summary>• Supreme Commander Graphics Study<br>• Wiki of Height Map<br>• GameSpot's article<br></details> |
Enemy Territory: Quake Wars | Splash Damage | id Tech 4 | 2007 | <details><summary>Expand</summary>• Oblivion Territory Tree vs Palm<br></details> |
Bioshock | 2K Boston, 2K Australia | UE2.5 | 2007 | <details><summary>Expand</summary>• Bioshock Glossiness<br>• The Cutting Room Floor<br></details> |
Crysis | Crytek | CryEngine | 2007 | <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 World | X-Ray Engine | 2007 | <details><summary>Expand</summary>• GPU Gems2: Chapter 9<br></details> |
Team Fortress 2 | Valve | Source | 2007 | <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> |
Portal | Valve | Source | 2007 | <details><summary>Expand</summary>• Integrating Narrative and Design: A Portal Post-Mortem<br></details> |
TES: Oblivion | Bethesda Game Studios | Gamebryo | 2006 | <details><summary>Expand</summary>• Oblivion Territory Tree vs Palm<br></details> |
Company of Heroes | Relic Entertainment | Essence Engine | 2006 | <details><summary>Expand</summary>• Company of Heroes Flamethrower<br>• Company of Heroes Shaded Smoke<br></details> |
Lost Planet | Spark Unlimited, Capcom, HexaDrive | MT Framework | 2006 | <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 Colossus | Japan Studio, Team Ico | Internal | 2005 | <details><summary>Expand</summary>• Froyok's Blog<br>• DF Retro<br></details> |
Battlefield 2 | DICE | Frostbite 2 | 2005 | <details><summary>Expand</summary>• Battlefield 2 Flag Sound<br></details> |
Doom 3 | id Software | id Tech 4 | 2004 | <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 Warcraft | Blizzard | Internal | 2004 | <details><summary>Expand</summary>• World of Warcraft Balloon<br></details> |
Far Cry | Crytek | Cry Engine | 2004 | <details><summary>Expand</summary>• Far Cry and DX9<br></details> |
Half-Life 2 | Valve | Source | 2004 | <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 Online | CCP Games | Trinity | 2003 | <details><summary>Expand</summary>• Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC<br></details> |
Call of Duty | Infinity Ward, Treyarch, Sledgehammer Games, Raven Software | IW engine, Treyarch NGL | 2003 | <details><summary>Expand</summary>• Automated Testing and Profiling for Call of Duty<br></details> |
Eve Online | CCP Games | Trinity | 2003 | <details><summary>Expand</summary>• The Benefits and Challenges of Supporting Third-Party Developers in Eve Online<br></details> |
Zelda - Wind Waker | Nintendo EAD | Internal | 2002 | <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 Divinity | Larian Studios | Internal | 2002 | <details><summary>Expand</summary>• Divine Divinity 2D Reflexion<br></details> |
Warcraft 3 | Blizzard | Internal | 2002 | <details><summary>Expand</summary>• Warcraft 3 Billboards<br></details> |
Halo | Bungie, 343 Industries | Slipspace Engine | 2001 | <details><summary>Expand</summary>• Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective<br></details> |
Diablo 2 | Blizzard North | Internal | 2000 | <details><summary>Expand</summary>• Don't Starve & Diablo Parallax<br></details> |
1nsane | Invictus Games | Internal | 2000 | <details><summary>Expand</summary>• 1nsane Carpet 2 Repetitive Worlds<br></details> |
Deus Ex | Ion Storm | UE1 | 2000 | <details><summary>Expand</summary>• Deus Ex Scanlines<br>• Deus Ex Occlusion<br></details> |
Dungeon Keeper 2 | Bullfrog | Internal | 1999 | <details><summary>Expand</summary>• Wonky walls<br>• Grid-based lighting<br></details> |
Age of EmpiresI&II | Ensemble Studios | Genie | 1999 | <details><summary>Expand</summary>• GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond<br></details> |
MiMaze | Christophe DIOT and Laurent GAUTIER | Internal | 1999 | <details><summary>Expand</summary>• Bucket Synchonization<br></details> |
Half-Life | Valve | GoldSrc | 1998 | <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 007 | Rare | Internal | 1997 | <details><summary>Expand</summary>• DF Retro EX<br></details> |
Panzer Dragoon Series | Team Andromeda | Internal | 1995 | <details><summary>Expand</summary>• Classic Game Postmortem<br></details> |
Super Mario Bros. 3 | Nintendo | Source | 1988 | <details><summary>Expand</summary>• Super Mario Bros. 3 - The Cutting Room Floor<br></details> |
Kid Icarus | Nintendo R&D1 | Internal | 1986 | <details><summary>Expand</summary>• Kid Icarus Tricks<br></details> |
FIFA | EA Vancouver | Frostbite | N/A | <details><summary>Expand</summary>• How FIFA Delivers Live Content to Users Fast<br></details> |
Path of Exile 2 | Grinding Gear Games | Internal | N/A | <details><summary>Expand</summary>• The rendering techniques of Path of Exile (Alexander Sannikov)<br></details> |
References
- Behind the Pretty Frames
- imgself's Blog
- Froyok's Blog
- Anton Schreiner's Blog
- Frame Analysis
- The Code Corsair
- Graphics Studies
- Silent's Blog
- Nathan Gordon's Blog
- Thomas' Blog
- IRYOKU's Blog
- Game Art Tricks
- The Cutting Room Floor
- Crytek Presentations
- r/TheMakingOfGames
- r/videogamescience
- GDC Vault
- GDC's Programming Talks
- SIGGRAPH courses
- Guerrilla's News feed
- Digital Foundry
- Anything about game
- CGWorld.jp
- Gaming Bolt
- 80lv
- Evan Hill's Blog
- SQUARE ENIX Library
- ExileCon 2019
- Open Source Game Clones
- Open source games list (OSGL)
- Vegard Wiki
- EA/Dice Slideshare
- AMD Developer Central Slideshare
- AMD Gpu Open
- Poly Count
- Bart Wronski's Blog
- Game Opedia
- CEDEC
- B3D Forum
- Naughty Dog's Presentations from GDC08
- Valve's Publications
- Game Watch
- MrElusive
- fabiensanglard
- Activision Tech Reports
- Activision Publications
- Capcom R&D (docswell)
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> |