| 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)
|