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 About Awesome Game Analysis

a comprehensive collection of video game tech analysis resources

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

We want to create a community-driven platform where everyone can contribute and benefit from the shared knowledge to understand the mechanics behind games and inspire game development.

Contributing: If you're interested in contributing, we've made the process straightforward. Check out our contributing guideline and a sample PR to get started. Suggestions are welcome for this repository, please use the issue tracker to submit your ideas.

Important: In order to maintain the structure of this repository, please don't directly make changes to the README.md file.

Contents


Analysis - Games

Game Developer Engine Year Analysis
The Witcher 4 CD Projekt Red UE5 2027
Expand• Unreal Engine 5 Demo
Grand Theft Auto VI Rockstar Games RAGE 2026
Expand• Grand Theft Auto 6 Trailer 2 Tech Breakdown
Death Stranding 2 Kojima Productions Decima 2025
Expand• Death Stranding 2 tech review: one of the best-looking games of this console generation
Clair Obscur: Expedition 33 Sandfall Interactive UE5 2025
Expand• Nanite Virtual Geometry Workflow
Assassin's Creed Shadows Ubisoft Anvil Engine 2025
Expand• Inside the technologically revamped Anvil Engine
• How Ubisoft Brought Feudal Japan to Life: Rendering 'Assassin's Creed Shadows' with Nicolas Lopez
• Anvil Rendering Architecture
Oblivion Remastered Bethesda Game Studios UE5 2025
Expand• Nanite vs Traditional LOD System Comparison
Doom: The Dark Ages id Software id Tech 8 2025
Expand• Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
Avowed Obsidian UE5 2025
Expand• [Avowed: A GPU Technical Retrospective
Tempest Rising Slipgate Ironworks UE5 2025
Expand• Modern RTS Rendering Techniques in Unreal Engine 5
• Procedural Destruction System White Paper
Monster Hunter Wilds Capcom RE Engine 2025
Expand• Is Rendering Still Evolving?
• New Rendering Features Rundown
• RE ENGINE Meshlet Rendering Pipeline
Elden Ring: Nightreign FromSoftware Proprietary 2025
Expand• Multiplayer Spin-Off Technical Limitations Analysis
Delta Force TiMi J3 Studio Unreal 2025
Expand• GDC 2025《三角洲行动》:高性能高品质的端手地形和生态技术(上篇)
• GDC 2025《三角洲行动》:高性能高品质的端手地形和生态技术(下篇)
Warhammer 40000: Space Marine 2 Saber Interactive Internal 2024
Expand• Geometry rendering and shaders infrastructure
Indiana Jones and the Great Circle MachineGames id Tech 7 2024
Expand• Inside Indiana Jones and the Great Circle: The Ray Tracing Breakdown
• Eurogamer tech review
• Gaming Bolt graphcis analysis
• Ray Traced Global Illumination Breakdown
• Texture Streaming System Analysis
• Path Tracing Architecture & Denoising Solutions
• Dynamic Acceleration Structure Management
• Pushing 60hz. Shipping Indiana Jones and The Great Circle
• Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
Dragon Age: The Veilguard BioWare Frostbite 2024
Expand• GI, RT, Character Creator and other systems
Senua's Saga: Hellblade II Ninja Theory UE5 2024
Expand• Nanite Virtualized Geometry Optimization Patterns
• Volumetric Fog & Cloud System Technical White Paper
Dragon's Dogma 2 Capcom RE Engine 2024
Expand• RTGI Implementation in Open World RPG
• NPC Behavior Tree Optimization
• RE ENGINE Meshlet Rendering Pipeline
Avatar: Frontiers of Pandora Ubisoft Massive Snowdrop 2024
Expand• Ray Traced Global Illumination Pipeline Deep Dive
• Procedural Ecosystem Generation Technical Blog
Star Wars Outlaws Ubisoft Massive Snowdrop 2024
Expand• Physicalized Audio System Technical Breakdown
• Ray Traced Reflections in Desert Environments
Path of the Goddess Capcom RE Engine 2024
Expand• Procedural Vegetation Interaction System
• RE Engine 10: Next-Gen Material Pipeline
STALKER 2 GSC Game World UE5 2024
Expand• Technical Breakdown
• Eurogamer Digital Foundry Tech Review
Metaphor: ReFantazio Studio Zero Internal 2024
Expand• Performance and frame analysis - Metaphor ReFantazio
• FSR 3 Frame Generation Integration
GRANBLUE FANTASY: Relink Osaka Cygames PlatinumGames Engine 2024
Expand• 『GRANBLUE FANTASY: Relink』イラストを再現する為のキャラクターモデル制作事例
• 『GRANBLUE FANTASY_ Relink』角色渲染环节技术分享
黑暗之潮 掌趣 Unity 2024
Expand• [Unity 活动]-游戏专场|Unity 2019 新特性在次时代手游 《黑暗之潮》中的应用经验及技术分享
• Unity线上技术大会干货盘点(2020)-《黑暗之潮》中次时代技术的应用经验及技术
Alan Wake 2 Remedy Northlight 2023
Expand• Modernizing geometry rendering in Alan Wake 2
• How Northlight makes Alan Wake 2 shine
• Developing Northlight: OpenUSD content workflows
• Northlight in 2023
• A Deep Dive into Path Tracing Technology
• GPU driven Rendering with Mesh Shaders in Alan Wake 2
• Procedural Damage System for Live Content
Starfield Bethesda Creation Engine 2 2023
Expand• DF Tech Review
• Gaming Bolt Graphics Analysis
• A Reddit user's tech analysis
• Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX
Hifi Rush Tango Gameworks UE4 2023
Expand• 3D Toon Rendering in 'Hi-Fi RUSH'
• DF Tech Review
• CGWorldJP: Character, motion, and effects edition
• CGWorldJP: Background/Lighting
Diablo 4 Blizzard Albany, Team 3 Internal 2023
Expand• Behind the Pretty Frames
• Peeling Back The Varnish: The Graphics Of Diablo IV
• Developers talk ray tracing
• Ray Tracing in Diablo IV
Ys X: Nordics Nihon Falcom Internal 2023
Expand• PC Optimization Journey
Final Fantasy 16 Square Enix Internal 2023
Expand• Shadow Techniques from Final Fantasy XVI
• Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
• The DF Tech Review
• GamingBolt Tech Analysis
F1 2023 Codemasters EGO 2023
Expand• PS5 vs Xbox Series X/S vs PC – Ray Tracing
Company of Heroes 3 Relic Entertainment Essence Engine 4.0 2023
Expand• Company of Heroes 3 - From PC to Consoles
Resident Evil 4 Re Capcom RE Engine 2023
Expand• DF Tech Review
Horizon: Call of the Mountain Guerrilla Decima 2023
Expand• Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown
Dead Space Remake Motive Studios Frostbite 2023
Expand• DF Tech Review
Remnant2 Gunfire Games UE5 2023
Expand• Remnant 2 review – a war across worlds
Baldur's Gate 3 Larian Studios, Elverils Divinity 4.0 2023
Expand• DF Tech Review - Graphics Analysis + Optimised Settings
Immortals of Aveum Ascendant Studios UE5 2023
Expand• IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE
• Nanite Virtual Shadow Maps Analysis
Overwatch 2 Blizzard Entertainment Internal 2022
Expand• Evolving Global Illumination in Overwatch 2
Elden Ring FromSoftware Internal 2022
Expand• Behind the Pretty Frames
• 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
• DF Tech Analysis about Elden Ring's RT upgrade
• The Elden Ring tech report
Pokémon Scarlet/Violet Game Freak Internal 2022
Expand• 【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
Pokémon Arceus Game Freak Internal 2022
Expand• 【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
God of War Ragnarok Santa Monica Studio Internal 2022
Expand• 'God of War Ragnarok's' Visual Scripting Solution
• Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'
• Rendering 'God of War Ragnarök'
• Real-Time Neural Texture Upsampling in 'God of War Ragnarök'
• A Deep Dive Into God of War Ragnarök's User Interface
• Maya as Editor: The game development approach of Santa Monica Studio
Horizon Forbidden West Guerrilla Decima 2022
Expand• Architecting Jolt Physics For Horizon Forbidden West
• Adventures With Deferred Texturing
• Building Machines For A Better Future In Horizon
• Space-Efficient Content Packaging
• Scaling Tools For Millions of Assets
• Creating The Many Faces of Horizon Forbidden West
• CEDEC 2019 - Making Tools for Big Games
• SIGGRAPH 2022 Real-Time Live
• The Cinematics of 'Horizon Forbidden West'
• Building Machines for a Better Future in 'Horizon'
• Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'
• Cross-Gen Rendering Strategies: PS4 to PS5 Pro
• PC Port Optimization vs Console Baseline
• PSSR vs FSR 3 Upscaling Comparison
• Volumetric Cloud System Breakdown
The Quarry Supermassive Games UE4 2022
Expand• Case Study: Creating Realistic Facial Motion for 'The Quarry'
Forspoken Luminous Productions Luminous Engine 2022
Expand• DF Tech Review
Warhammer 40,000: Darktide Fatshark Internal 2022
Expand• How FatShark constructed their central asset pipeline with Simplygon
Xenoblade Chronicles 3 Monolith Soft Internal 2022
Expand• DF Tech Review
• 「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】
Gran Turismo 7 Polyphony Digital Internal 2022
Expand• Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation
The Callisto Protocol Striking Distance Studios UE4 2022
Expand• SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx
The Gunk Image & Form Games UE4 2021
Expand• Raymarching The Gunk
Halo Infinite 343 Industries Slipspace 2021
Expand• One Frame in 'Halo Infinite'
Diablo 2 Resurrected Blizzard, Vicarious Visions Internal 2021
Expand• DF Tech Analysis
• An Overview of the 'Diablo II: Resurrected' Renderer
Knockout City Velan Studios Internal 2021
Expand• Knockout City's Parallel Play
Forza Horizon 5 Playground Games ForzaTech 2021
Expand• How Parameters Drive the Particle Effects of 'Forza Horizon 5'
• PS5 Pro Enhancements: Foliage Density and Ray Tracing
Returnal Housemarque UE4 2021
Expand• Can We Do It with Particles?: VFX Learnings from 'Returnal'
• Particle System and Volumetric Lighting Deep Dive
• PSSR Upscaling Implementation Analysis
• VRS and Mesh Shading Utilization
Ratchet and Clank: Rift Apart Insomniac Games Internal 2021
Expand• Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'
• DF Blog
Far Cry 6 Ubisoft Toronto Dunia Engine 2021
Expand• Simulating Tropical Weather in 'Far Cry 6'
• GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6
Dreamscaper Afterburner Studios UE4 2021
Expand• Dreamscaper: Killer Combat on an Indie Budget
FIFA 22 EA Vancouver, EA Romania Frostbite 3 2021
Expand• 'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology
Dyson Sphere Program Youthcat Studio Unity 2021
Expand• birth-of-dyson-sphere
• dyson-sphere-devlog-2
• dyson-sphere-devlog-3
• dyson-sphere-devlog-4
Cyberpunk 2077 CD Projekt Red REDengine 4 2020
Expand• Hallucinations re: the rendering of Cyberpunk 2077
• Hang Zhang's Blog
• Shader Execution Reordering
• Tech Focus: Cyberpunk 2077 RT Overdrive
• Overdrive Technology Preview on RTX 4090
• Next-Gen Tech Analysis: Ray Tracing and Night City Density
Doom Eternal id Software id Tech 7 2020
Expand• Simon Coenen's Blog
Mafia: Definitive Edition Hangar 13 Mafia III engine 2020
Expand• The Code Corsair
Teardown Tuxedo Labs Internal 2020
Expand• Frame Teardown
• Teardown Breakdown
Final Fantasy 7 Remake Square Enix UE4 2020
Expand• 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
• 'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future
• How Square Enix leveraged Unreal Engine to modernize FINAL FANTASY VII REMAKE
Ghost of Tsushima Sucker Punch Internal 2020
Expand• Blowing from the West: Simulating Wind in 'Ghost of Tsushima'
• Exploration in 'Ghost of Tsushima': Letting the Island Guide You
• Procedural Grass in 'Ghost of Tsushima'
• Master of the Katana: Melee Combat in 'Ghost of Tsushima'
• Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'
• Zen of Streaming: Building and Loading 'Ghost of Tsushima'
• Samurai Shading in Ghost of Tsushima
Wild Rift Riot Games Internal 2020
Expand• The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
Spelunky 2 Mossmouth, BlitWorks Internal 2020
Expand• Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'
Marvel's Spider-Man: Miles Morales Insomniac Games Internal 2020
Expand• An Explosive New Spider-Man: Creating VFX for Miles Morales
• Real-Time Cloth Solutions on 'Marvel's Spider-Man'
• Ray Traced Reflections and Performance Mode Analysis
The Last of Us: Part II Naughty Dog Internal 2020
Expand• Crafting an Interactive Guitar
• 80lv's Interview
• The Museum Level Design
• The Chalet Level Design
• The Overlook Level Design
• Dialogue Scripting Level Design
• Finding Strings Level Design
• Breathing Life Into 'The Last of Us': Part I and II
Noita Nolla Games Falling Everything 2020
Expand• 80lv's Interview
Dragon Ball Z Kakarot Cyber Connect 2 UE4 2020
Expand• Thomas @ Stylized Station's Twitter thread
Genshin impact Mihoyo Unity 2020
Expand• [Unity 活动]-游戏专场|从手机走向主机 -《原神》主机版渲染技术分享
• 《原神》主机版渲染技术要点和解决方案
Death Stranding Kojima Productions Decima 2019
Expand• Behind the Pretty Frames
• 'Death Stranding': An AI Postmortem
• DF Tech Review(PC)
• DF Performance Analysis
• Decima Engine: Advances in Lighting and AA
Resident-evil II Re Capcom Division 1 RE Engine 2019
Expand• Behind the Pretty Frames
• Anton Schreiner's Blog
Metro Exodus 4A Games 4A Engine 2019
Expand• Resource Management Architecture in 4A Engine
• Anton Schreiner's Blog
• Balázs Török's Blog
• Full Ray Tracing Overhaul Technical Breakdown
Control Remedy Northlight Engine 2019
Expand• Frame Analysis
• Destructible Environments in Control: Lessons in Procedural Destruction
• Control PC's Stealth Upgrade
Mortal Kombat 11 NetherRealm Studios UE3 2019
Expand• Frame Analysis
A Plague Tale: Innocence Asobo Studio Internal 2019
Expand• Dissecting A Plague Tale: Innocence
• Gamingbolt Graphics Analysis
Star Wars Jedi: Fallen Order Respawn UE4 2019
Expand• Analysis of Water Effects
• Physical Animation in Star Wars Jedi: Fallen Order
Call of Duty: Modern Warfare Infinity Ward IW engine 2019
Expand• Handling Network Latency Variation in Call of Duty: Modern Warfare
• Handling Network Latency Variation in Call of Duty: Modern Warfare
Gears of War 5 The Coalition UE5 2019
Expand• The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
Days Gone Bend Studio UE4 2019
Expand• Squad Coordination in Days Gone
• Screen Space Shadows​
Sea of Solitude Jo-Mei Games Unity 2019
Expand• Paint It Black: The Art of 'Sea of Solitude'
Untitled Goose Game House House Unity 2019
Expand• Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
Tom Clancy's The Division 2 Massive Entertainment Snowdrop 2019
Expand• Game Server Performance on Tom Clancy's The Division 2
Super Mario Maker 2 Nintendo Internal 2019
Expand• What Cause Lag in Super Mario Maker 2's Online
Epitasis Epitasis Games UE4 2019
Expand• 80lv's Interview
God of War 4 Santa Monica Studio Internal 2018
Expand• God of War Tech Analysis: A New Benchmark for PS4
• PC Port Deep Dive: From Checkerboarding to Native 4K
• Raising Atreus for Battle in God of War
• Behind the Pretty Frames
Red Dead Redemption 2 Rockstar San Diego RAGE 2018
Expand• imgeself's Blog
• SIG 2019: Creating the Atmospheric World
• Technical Masterpiece: Breaking Down Rockstar's Open World
Detroit Become Human Quantic Dream Internal 2018
Expand• Behind the Pretty Frames
Jurassic World: Evolution Frontier Cobra 2018
Expand• The Code Corsair
Ni no Kuni II Level-5 Internal 2018
Expand• Thomas' Blog
Shadows of the Tomb Raider Eidos-Montréal Foundation engine 2018
Expand• Shadows of the Tomb Raider
Kingdom Come: Deliverance Warhorse Studios CryEngine 2018
Expand• Adaptive Clothing System in Kingdom Come: Deliverance
The Walking Dead: Our World Next Games Unity 2018
Expand• Social Depth of Location-Based Play in 'The Walking Dead: Our World'
Just Cause 4 Avalanche Studios Apex 2018
Expand• Building a Mixing Sandbox for 'Just Cause 4'
• Vehicle Physics and Tire Dynamics in Just Cause 4
Sea of Thieves Rare UE4 2018
Expand• Automated Testing of Gameplay Features in 'Sea of Thieves'
Tetris Effect Monstars Inc. and Resonair UE4 2018
Expand• Making 'Tetris Effect'-ive
Battlefield V DICE Frostbite 2018
Expand• AI for Testing: The Development of Bots that Play Battlefield V
• It Just Works: Ray-Traced Reflections in Battlefield V
• REAC 2024 DAY 1 Testing Rendering Code at Frostbite
Marvel's Spider-Man Insomniac Games Internal 2018
Expand• Marvel's Spider-Man: Procedural Lighting Tools
• Marvel's Spider-Man AI Postmortem
• Marvel's Spider-Man: A Technical Postmortem
Frostpunk 11 bit studios Liquid Engine 2018
Expand• Content Fueled Gameplay Programming in Frostpunk
Astro Bot Rescue Mission SIE Japan Studio Internal 2018
Expand• Taming Technologies Behind Astro Bot Rescue Mission
Assassin's Creed Odyssey Ubisoft Quebec AnvilNext 2.0 2018
Expand• Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
Detroit: Become Human Quantic Dream Internal 2018
Expand• The Lighting Technology of Detroit: Become Human
Far Cry 5 Ubisoft Montreal Dunia Engine 2018
Expand• Water Rendering in Far Cry 5
Prismata Lunarch Studios Internal 2018
Expand• Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata
Below Capybara Games Internal 2018
Expand• The Rendering of Below
Shadow of the Colossus Remake Bluepoint Internal 2018
Expand• DF Tech Complete Analysis
• DF Tech Interview
• DF's Article
• Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
Octopath Traveler Square Enix, Acquire UE4 2018
Expand• DF Tech Analysis
• DF PC vs Switch
• Unreal Fest Europe 2019
Destiny 2 Bungie Tiger Engine 2017
Expand• GDC 2018: Physically Inspired Shading in 'Destiny 2'
• Destiny's Multithreaded Rendering Architecture
• GDC 17: Destiny Shader Pipeline
Minecraft (Bedrock) Mojang Studios RenderDragon 2017
Expand• Frame Analysis - RTX
• Microsoft Game Dev
• DF's Minecraft RTX Deep Dive
• GTC 2020
Slime Rancher Monomi Park Unity 2017
Expand• A frame of Slime Rancher
Divinity: Original Sin 2 Larian Studios Divinity Engine 2017
Expand• Divine Fire: A deep dive into the VFX
Star Wars Battlefront II EA DICE, Criterion Games, Motive Studios Frostbite 2017
Expand• Battlefront II Layered Explosion
• Precomputed Global Illumination in Frostbite
Zelda: Breath of the Wild Nintendo Internal 2017
Expand• The Bling-Bling Offset
RIME Tequila Works UE4 2017
Expand• Stylized VFX in RIME
Middle-earth: Shadow of War Monolith Lithtech 2017
Expand• Middle-earth: Shadow of War
FAITH Airdorf Games Unity 2017
Expand• MORTIS 101: 'FAITH's' Horror Design Toolkit
Assassin's Creed: Origins Ubisoft Montreal AnvilNext 2.0 2017
Expand• Virtual Insanity: Meta AI on Assassin's Creed: Origins
Battlefield 1 DICE Frostbite 3 2017
Expand• 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Mass Effect Andromeda BioWare Frostbite 3 2017
Expand• 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Horizon: Zero Dawn Guerrilla Games Decima 2017
Expand• 80lv's Interview
• GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn
• Horizon Zero Dawn: A QA Open World Case Study
• Creating a Tools Pipeline for Horizon: Zero Dawn
• Streaming the World of Horizon Zero Dawn
• Nubis: RealTime Volumetric Cloudscapes In A Nutshell
• Horizon Zero Dawn: A Game Design Postmortem
• Creating New AI Systems
• Decima Engine: Visibility
For Honor Ubisoft Montreal AnvilNext 2.0 2017
Expand• Deterministic vs. Replicated AI: Building the Battlefield of For Honor
• Data-Driven Dynamic Gameplay Effects on For Honor
Injustice 2 NetherRealm Studios UE3 2017
Expand• 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Night in the Woods Infinite Fall Unity 2017
Expand• Making Night in the Woods Better with Open Source
Resident Evil 7 Capcom RE Engine 2017
Expand• RE Engine Analysis
• Next-Gen Ray Tracing and High Frame-Rate Implementation
Splatoon 2 Nintendo Internal 2017
Expand• Datamining New Splatoon 2 Maps
• Ranking System Analysis
• Netcode and Matchmaking
• How Does the Region Lock Work
• The Mechanics of Clam Blitz
Escape From Tarkov Battlestate Unity 2017
Expand• Game Tech Overview
Hellblade: Senua's Sacrifice Ninja Theory UE4 2017
Expand• Digital Humans: Crossing the Uncanny Valley in UE4
Doom id Software id Tech 6 2016
Expand• The Devil is in the details
• Graphics Study
• DF Interview
• Bringing Hell to Life: AI and Full Body Animation in DOOM
• GamesBeat Interview
• DSOGaming Interview
• QuakeCon P1
• QuakeCon P2
Overwatch Blizzard, Iron Galaxy Internal 2016
Expand• Alain Galvan's Blog
• Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights
• Overwatch Gameplay Architecture and Netcode
• Playtesting Overwatch
• Networking Scripted Weapons and Abilities in Overwatch
• Overwatch - The Elusive Goal: Play by Sound
Shadow Tactics: Blades of the Shogun Mimimi Productions Unity 2016
Expand• Kosmonaut's Blog
The Witness Thekla Internal 2016
Expand• The Witness Frame Part 1
Dark Maus Daniel Wright Internal 2016
Expand• Dark Maus: Topdown Trees
Gears of War 4 The Coalition UE4 2016
Expand• GDC Vault Gears of War 4
Battleborn Gearbox Software UE3 2016
Expand• The VFX Process Behind 'Battleborn'
Mafia III Hangar 13 Illusion 2016
Expand• Triage on the Front Line: Improving Mafia III AI in a Live Product
Final Fantasy 15 Square Enix Business Division 2 Luminous Studio 2016
Expand• Eos is Alive: The AI Systems of Final Fantasy XV
• Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV
• 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
• 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~
• Rendering Techniques of Final Fantasy XV
• Physics Simulation R&D at Square Enix
• 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~
• 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)
• 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)
• 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~
Far Cry Primal Ubisoft Toronto Dunia Engine 2016
Expand• Character Pipeline and Customization System for Far Cry Primal
Watch Dogs 2 Ubisoft Montreal Disrupt 2016
Expand• Replicating Chaos: Vehicle Replication in Watch Dogs 2
• Hacking into the Combat AI of Watch Dogs 2
• Helping It All Emerge: Managing Crowd AI in Watch Dogs 2
Titanfall 2 Respawn Entertainment Source 2016
Expand• Efficient Texture Streaming in Titanfall 2
Uncharted 4 Naughty Dog Naughty Dog Engine 2016
Expand• The Science of Off-Roading: Uncharted 4's 4x4
Dishonored 2 Arkane Studios Void Engine 2016
Expand• Taking Back What's Ours: The AI of Dishonored 2
Tom Clancy's The Division Massive Entertainment Snowdrop 2016
Expand• Global Illumination in Tom Clancy's The Division
• Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division
• Tom Clancy's The Division: AI Behavior Editing and Debugging
The Flame in The Flood The Molasses Flood UE4 2016
Expand• Forging The River in The Flame in The Flood
INSIDE Playdead Unity 2016
Expand• Temporal Reprojection Anti-Aliasing in INSIDE
• Low Complexity, High Fidelity: The Rendering of INSIDE
Stellaris Paradox Development Studio Clausewitz Engine 2016
Expand• Creating Complex AI Behavior in Stellaris Through Data-Driven Design
Total War: Warhammer Creative Assembly Warscape 2016
Expand• Siege Battle AI in Total War: Warhammer
No Man's Sky Hello Games Internal 2016
Expand• Continuous World Generation in No Man's Sky
• Building Worlds in No Man's Sky Using Math(s)
Dying Light Techland Chrome Engine 6 2015
Expand• Deferred rendering in Dying Light
The Witcher 3 CD Projekt Red RED Engine 3 2015
Expand• Mateusz's Blog
• 'Witcher 3' on the Nintendo Switch
Metal Gear Solid V Kojima Productions Fox Engine 2015
Expand• Graphics Study
• GDC 13
• DigitalFoundry Tech Analysis
• NVIDIA Performance Guide
Rise of the Tomb Raider Crystal Dynamics Foundation Engine 2015
Expand• The Code Corsair
Yakuza 0 Ryu Ga Gotoku Studio Dragon Engine 2015
Expand• Fixing attempts for Yakuza 0
Waves 2: Notorious Rob "Squid" Hale UE4 2015
Expand• A Frame of Waves 2
Batman: Arkham Knight Rocksteady UE3 2015
Expand• Unmasking Arkham Knight
Fallout 4 Bethesda Game Studios Creation Engine 2015
Expand• Game Art Tricks
• Game Art Tricks
Assassin's Creed Syndicate Ubisoft Quebec AnvilNext 2 2015
Expand• Assassin's Creed Syndicate: London Wasn't Built in a Day
• Assassin's Creed Syndicate: A Technical Postmortem
• What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate
Caves of Qud Freehold Games Unity 2015
Expand• Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
• End-to-End Procedural Generation in Caves of Qud
Halo 5: Guardians 343 Industries Halo engine 2015
Expand• Geometry Caching Optimizations in Halo 5: Guardians
Just Cause 3 Avalanche Studios Avalanche Engine 2015
Expand• Tree's Company: Systemic AI Design in Just Cause 3
Rocket League Psyonix UE3 2015
Expand• Rocket League: Language Ban System Postmortem
• It IS Rocket Science! The Physics of Rocket League Detailed
• 'Rocket League': Scaling for Free to Play
Rainbow Six Siege Ubisoft Montreal AnvilNext 2.0 2015
Expand• Rendering Rainbow Six Siege
• The Art of Destruction in Rainbow Six: Siege
Call of Duty: Black Ops III Treyarch IW engine 2015
Expand• Fighting Latency on Call of Duty: Black Ops III
The Order: 1886 Ready at Dawn Ready at Dawn Engine 4.0 2015
Expand• Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015)
• The Order: 1886 Retrospective + PS5 60fps Gameplay - Made in 2015, Still Stunning Today
• RAD_SIGGRAPH_2015_Character_embed.pptx
Middle-earth: Shadow of Mordor Monolith Productions LithTech Jupiter EX 2014
Expand• The Code Corsair
Castlevania: Lords of Shadow 2 MercurySteam Mercury 2014
Expand• The Code Corsair
COD: Advanced Warfare Sledgehammer Games Internal 2014
Expand• Next Generation Post Processing
Alien Isolation Creative Assembly Custom 2014
Expand• Alien vs Wolfenstein: Cutting Torch
• Inside Alien Isolation Graphics
• High Tech Fear: Alien Isolation
Wolfenstein: The New Order MachineGames id Tech 5 2014
Expand• Alien vs Wolfenstein: Cutting Torch
Adventure Capitalist Hyper Hippo Unity 2014
Expand• Adventure Capitalist Postmortem or
Far Cry 4 Ubisoft Montreal Dunia Engine 2 2014
Expand• Adaptive Virtual Texture Rendering
• Rendering the World of Far Cry 4
• Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
The Jackbox Party Pack Jackbox Games Internal 2014
Expand• The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year
Assassin's Creed Unity Ubisoft Montreal AnvilNext 2.0 2014
Expand• Massive Crowd on Assassin's Creed Unity: AI Recycling
• Developing Systemic Crowd Events in Assassin's Creed Unity
• SIGGRAPH 2015
Titanfall Respawn Entertainment Source 2014
Expand• Extreme SIMD: Optimized Collision Detection in Titanfall
Destiny Bungie Tiger Engine 2014
Expand• Tools-Based Rigging in Bungie's Destiny
• Shared World Shooter: Destiny's Networked Mission Architecture
Metal Gear Solid Ground Zeroes Kojima Productions Fox Engine 2014
Expand• Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)
The Elder Scrolls Online ZeniMax Online Studios Havok 2014
Expand• Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline
Dragon Age Inquisition BioWare Frostbite 3 2014
Expand• Getting Inquisitive About the AI of Dragon Age Inquisition
Yandere Simulator Alex Mahan (YandereDev) Unity 2014
Expand• Yandere Simulator Complete Source Code Analysis - Code Review
GTA 5 Rockstar North RAGE 2013
Expand• Game Art Tricks: Underestimated Glow
• Game Art Tricks: The Wormy Fountain
• Graphics Study
• NVIDIA Performance Guide
Pokémon X/Y Game Freak Internal 2013
Expand• Game Art Tricks
Assassin's Creed: Black Flag Ubisoft Montreal AnvilNext 2013
Expand• Black Flag Waterplane
• SSAO with temporal supersampling
• GameDev's Tech Talk
• FxGuide's Article
• Gamer Nexus's Graphics Analysis
• Tech Demo
• GDC 2014: Road to next-gen graphics
• NVIDIA's Graphics & Performance Guide
Don't Starve Klei Entertainment Custom 2013
Expand• Don't Starve & Diablo Parallax
Tomb Raider 9 Crystal Dynamics Crystal 2013
Expand• Tomb Raider Lara's Hot Secrets
• Hair in Tomb Raider
Bioshock Infinite Irrational Games UE3 2013
Expand• BioShock Infinite Lighting
Dead Space 3 Visceral Games Frostbite 3 2013
Expand• Dead Space 3 Diffuse Reflections
Metal Gear Rising Platinum qGames Internal 2013
Expand• Metal Gear Rising Slicing
The Last of Us Naughty Dog Internal 2013
Expand• Lighting Technology of The Last Of Us
• GDC 14: A Context-Aware Character Dialog System
• The Motion Capture Pipeline of The Last of Us
• Parallelizing the Naughty Dog Engine Using Fibers
Battlefield 4 DICE Frostbite 2013
Expand• Rendering Battlefield 4 with Mantle by Yuriy ODonnell
Crysis 3 Crytek CryEngine 2013
Expand• Crafting the world of Crysis
• Shining the Light on Crysis 3
Splinter Cell: Blacklist Ubisoft Toronto UE2.5 2013
Expand• Modeling AI Perception and Awareness in Splinter Cell: Blacklist
Forza Motorsport 5 Turn 10 Studios ForzaTech 2013
Expand• Capturing Reality: Gathering Reference for Forza Motorsport 5
Killer Instinct Rare, Double Helix Games, Iron Galaxy Studios, Dlala Studios HexEngine 2013
Expand• Designing AI for Killer Instinct
Path of Exile Grinding Gear Games Internal 2013
Expand• Procedural World Generation in Path of Exile
• ExileCon Dev Talk - Creating Game Effects in Path of Exile
Diablo 3 Blizzard Albany, Team 3 Internal 2012
Expand• Game Art Tricks
• Game Art Tricks
• Game Art Tricks
• Game Art Tricks
007 Legends : Moonraker Eurocom UE3 2012
Expand• 007 Legends The World
Assassins Creed 3 Ubisoft Montreal AnvilNext 2012
Expand• Assassins Creed 3 Bouncing Light
• Assassins Creed 3 LOD Blending
• Rendering Assassin's Creed III
Hitman: Absolution IO Interactive Glacier 2 2012
Expand• Creating the AI for the Characters of Hitman: Absolution
Ghost Recon Future Soldier Ubisoft Paris Internal 2012
Expand• A Different Approach for Continuous Physics in Ghost Recon Future Soldier
Blade & Soul NCSOFT UE3 2012
Expand• Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'
• Ray Traced Global Illumination Implementation
• Texture Streaming Improvements Analysis
Counter-Strike: Global Offensive Valve Corporation, Hidden Path Entertainment Source 2012
Expand• Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive
• Building the Content that Drives the Counter-Strike: Global Offensive Economy
Final Fantasy Agni's Philosophy (Tech Demo) Square Enix Luminous Studio 2012
Expand• Web Page
• Practical Applications of Compute for Simulation in Agni's Philosophy
Journey Thatgamecompany PhyreEngine 2012
Expand• Sand Rendering in Journey
Batman : Arkham City Rocksteady Studios UE3 2011
Expand• Froyok's Blog
Deus Ex: Human Revolution Eidos-Montréal Crystal 2011
Expand• Graphics Study
• GDC 2012
• Reimagining a Classic: The Design
• Building the Story-driven Experience
• Game Art Tricks: Alpha Terrain
Binding of Isaac Edmund McMillen, Florian Himsl Flash 2011
Expand• Binding of Isaac Composition
Battlefield 3 DICE Frostbite 2011
Expand• Culling the Battlefield: Data Oriented Design in Practice
• DirectX 11 Rendering in Battlefield 3
Crysis 2 Crytek CryEngine 3 2011
Expand• Crysis 2 Multiplayer: A Programmer's Postmortem
Mortal Kombat NetherRealm Studios UE3 2011
Expand• 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Skylanders Toys for Bob Internal 2011
Expand• Supercharged! Vehicle Physics in Skylanders
Portal 2 Valve Source 2011
Expand• Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.
• Water Flow in Portal 2.
God of War 3 Santa Monica Studio Internal 2010
Expand• Morphological Antialiasing
• More on God of War III Antialiasing
• DF article
• Sig 2019: Interactive Wind and Vegetation
• Playtesting 'God of War'
• Evolving Combat in 'God of War' for a New Perspective
• Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'
• Disintegrating Meshes with Particles in 'God of War'
• Wind Simulation in God of War
Mafia II 2K Czech Internal 2010
Expand• Hat vs Hair
Starcraft 2 Blizzard Entertainment SC2 Engine 2010
Expand• Starcraft 2 Localization
Battlefield Bad Company 2 DICE Frostbite 1.5 2010
Expand• Battlefield Bad Company 2 Smoke Column
CityVille Zynga Flash 2010
Expand• CityVille: Lessons Learned & Tools Used
Dead Rising 2 Capcom Vancouver MT Framework 2010
Expand• 1000s of Zombies, 1000s of Problems, 1000s of Dollars
Two Worlds II Reality Pump GRACE 2 2010
Expand• Advanced Material
Skate 3 EA Black Box RenderWare 2010
Expand• Building Game UI with Scaleform
World of Tanks: Mercenaries Wargaming BigWorld 2010
Expand• Bringing Replays to World of Tanks: Mercenaries
Assassin's Creed Brotherhood Ubisoft Montreal Anvil 2010
Expand• AI & Animation in Assassin's Creed Brotherhood
Halo: Reach Bungie Halo Engine 2010
Expand• I Shot You First: Networking the Gameplay of Halo: Reach
ALAN WAKE Remedy Northlight 2010
Expand• ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
Assassin's Creed II Ubisoft Montréal Anvil Engine 2009
Expand• Froyok's Blog
Left 4 Dead 2 Valve Source 2009
Expand• Left 4 Dead 2 Puke
• Rendering Wounds in Left 4 Dead 2
• Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2
League of Legends Riot Games Internal 2009
Expand• Building the Chat Service for League of Legends
• League of Legends: Scaling to Millions of Summoners
• A Trip Down The LoL Graphics Pipeline
• Performance analysis in esports part 1
Forza Motorsport 3 Turn 10 Studios ForzaTech 2009
Expand• Forza Motorsport 3 Audio Design
Velvet Assassin Replay Studios UE3 2009
Expand• Building a Dynamic Lighting Engine
Dragon Age BioWare Frostbite 3 2009
Expand• Connecting Players and Franchise Across Console Generations in the Dragon Age Keep
Halo Wars Ensemble Studios, 343 Industries, Creative Assembly Havok 2009
Expand• The Terrain of Halo Wars
Final Fantasy 13 Square Enix Crystal Tools 2009
Expand• Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
Fallout 3 Bethesda Game Studios Gamebryo 2008
Expand• Game Art Tricks
Digital Combat Simulator Eagle Dynamics Internal 2008
Expand• DCS Frame Analysis
Mirror's Edge DICE UE3 2008
Expand• Henrikgdc09 Compat
• The Unique Lighting of Mirror's Edge
Sacred 2 Ascaron Internal 2008
Expand• Burning Map Effect in Sacred 2
• Pulse Shader in Sacred 2
• Crystal Reflection in Sacred 2
• Sacred 2 Fake Mirror
Battlefield Bad Company DICE Frostbite 1.0 2008
Expand• Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
Left 4 Dead Valve Source 2008
Expand• The AI Systems of Left 4 Dead
• Replayable Cooperative Game Design: Left 4 Dead
NARUTO: Ultimate Ninja STORM Cyber Connect 2 Internal 2008
Expand• GDC: Cinematic Next-Generation Action NARUTO
Halo 3 Bungie Internal 2007
Expand• Lighting Research at Bungie
Supreme Commander Gas Powered Games Internal 2007
Expand• Supreme Commander Graphics Study
• Wiki of Height Map
• GameSpot's article
Enemy Territory: Quake Wars Splash Damage id Tech 4 2007
Expand• Oblivion Territory Tree vs Palm
Bioshock 2K Boston, 2K Australia UE2.5 2007
Expand• Bioshock Glossiness
• The Cutting Room Floor
Crysis Crytek CryEngine 2007
Expand• Crysis Next Gen Effects
• Crysis and DX10
• The Crysis of Audio
S.T.A.L.K.E.R. GSC Game World X-Ray Engine 2007
Expand• GPU Gems2: Chapter 9
Team Fortress 2 Valve Source 2007
Expand• Lessons learned porting Team Fortress 2 to Virtual Reality.
• TF2 - From The Orange Box to Free to Play in 'Just' Four Years!
• Stylization With a Purpose: The Illustrative World of Team Fortress 2
• Illustrative Rendering in Team Fortress 2
Portal Valve Source 2007
Expand• Integrating Narrative and Design: A Portal Post-Mortem
TES: Oblivion Bethesda Game Studios Gamebryo 2006
Expand• Oblivion Territory Tree vs Palm
Company of Heroes Relic Entertainment Essence Engine 2006
Expand• Company of Heroes Flamethrower
• Company of Heroes Shaded Smoke
Lost Planet Spark Unlimited, Capcom, HexaDrive MT Framework 2006
Expand• CEDEC 2007: Capcom on Lost Planet Part I
• CEDEC 2007: Capcom on Lost Planet Part II
• 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!!
Shadow of the Colossus Japan Studio, Team Ico Internal 2005
Expand• Froyok's Blog
• DF Retro
Battlefield 2 DICE Frostbite 2 2005
Expand• Battlefield 2 Flag Sound
Doom 3 id Software id Tech 4 2004
Expand• Game Art Tricks
• Game Art Tricks
• Source code review
• Vulkan Port
• The DOOM III Network Architecture
World of Warcraft Blizzard Internal 2004
Expand• World of Warcraft Balloon
Far Cry Crytek Cry Engine 2004
Expand• Far Cry and DX9
Half-Life 2 Valve Source 2004
Expand• Valve's Design Process for Creating Half-Life 2.
• Physical Gameplay in Half-Life 2
• Half-Life 2 / Valve Source Shading
EVE Online CCP Games Trinity 2003
Expand• Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC
Call of Duty Infinity Ward, Treyarch, Sledgehammer Games, Raven Software IW engine, Treyarch NGL 2003
Expand• Automated Testing and Profiling for Call of Duty
• Optimizing the UI’s CPU bound frame rate in Call of Duty
Eve Online CCP Games Trinity 2003
Expand• The Benefits and Challenges of Supporting Third-Party Developers in Eve Online
Zelda - Wind Waker Nintendo EAD Internal 2002
Expand• Nathan Gordon's Blog
• Soenke Seidel's Blog
• Game Art Tricks
• Zelda Windwaker Textures Yay or Nay ?!
• Zelda: Wind waker Tech and Texture Analysis picture heavy
Divine Divinity Larian Studios Internal 2002
Expand• Divine Divinity 2D Reflexion
Warcraft 3 Blizzard Internal 2002
Expand• Warcraft 3 Billboards
Halo Bungie, 343 Industries Slipspace Engine 2001
Expand• Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
Diablo 2 Blizzard North Internal 2000
Expand• Don't Starve & Diablo Parallax
1nsane Invictus Games Internal 2000
Expand• 1nsane Carpet 2 Repetitive Worlds
Deus Ex Ion Storm UE1 2000
Expand• Deus Ex Scanlines
• Deus Ex Occlusion
Dungeon Keeper 2 Bullfrog Internal 1999
Expand• Wonky walls
• Grid-based lighting
Age of EmpiresI&II Ensemble Studios Genie 1999
Expand• GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond
MiMaze Christophe DIOT and Laurent GAUTIER Internal 1999
Expand• Bucket Synchonization
Half-Life Valve GoldSrc 1998
Expand• The Cabal: Valve’s Design Process For Creating Half-Life
• A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!
GoldenEye 007 Rare Internal 1997
Expand• DF Retro EX
Panzer Dragoon Series Team Andromeda Internal 1995
Expand• Classic Game Postmortem
Super Mario Bros. 3 Nintendo Source 1988
Expand• Super Mario Bros. 3 - The Cutting Room Floor
Kid Icarus Nintendo R&D1 Internal 1986
Expand• Kid Icarus Tricks
FIFA EA Vancouver Frostbite N/A
Expand• How FIFA Delivers Live Content to Users Fast
Path of Exile 2 Grinding Gear Games Internal N/A
Expand• The rendering techniques of Path of Exile (Alexander Sannikov)

References


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