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(last update: April 8, 2018)
Programming
- “Advanced Graphics Techniques Tutorial: The Latest Graphics Technology in Remedy’s Northlight Engine” – Tatu Aalto (Remedy Entertainment)
- Khronos Group Presentations
- “Cinematic Lighting in Unreal Engine” – Epic Games
- “Optimizing UE4 for Fortnite: Battle Royale: Part 1” – Epic Games
- “Optimizing UE4 for Fortnite: Battle Royale: Part 2” – Epic Games
- “Programmable VFX with Unreal Engine’s Niagara” – Epic Games
- “Creating Believable Characters in Unreal Engine” – Epic Games
- “Shiny Pixels and Beyond: Real-Time Raytracing at SEED” – Johan Andersson, Colin Barre-Brisebois (Electronic Arts)
- “Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques” – Christina Coffin
- “Tools Tutorial Day: Shipping ‘Call of Duty'” – Paul Haile (Infinity Ward)
- “GPU-Based Clay Simulation and Ray-Tracing Tech in ‘Claybook'” – Sebastian Aaltonen (Second Order)
- “The Asset Build System of ‘Far Cry 5′” – Remi Quenin (Ubisoft Montreal)
- “Cloth Self Collision with Predictive Contacts” (Technical Report) – Chris Lewin (Electronic Arts)
- “Cone Marching in VR: Developing a Fractal Experience at 90fps” – Johannes Saam, Mariano Merchante (Framestore)
- “Rendering Technology in ‘Agents of Mayhem'” – Scott Kircher (Volition)
- “Terrain Rendering in ‘Far Cry 5′” – Jeremy Moore (Ubisoft)
- “Creativity of Rules and Patterns: Designing Procedural Systems” – Anastasia Opara (Electronic Arts)
- “Circular Separable Convolution Depth of Field” – Kleber Garcia (Electronic Arts)
- “Linear Algebra Upgraded” – Eric Lengyel (Terathon Software)
- “Real-Time Ray-Tracing Techniques for Integration into Existing Renderers” – Takahiro Harada (AMD)
- “Job System & Entity Component System” – Unity
- “C# Sharp to Machine Code” – Unity
- “A Data Oriented Approach to Using Component Systems” – Unity
- “Scriptable Render Pipeline Intro & Lightweight Rendering Pipeline” – Unity
- “ECS for Small Things” – Unity
- “Unity Machine Learning: ML-Agents 0.3” – Unity
- “The Lighting Technology of ‘Detroit: Become Human'” – Guillaume Caurant (Quantic Dream)
- “Real-time Raytracing for Interactive Global Illumination Workflows in Frostbite” – Sébastien Hillaire (DICE)
Visual Arts
- “Capturing Great Footage For Game Trailers” – Derek Lieu
- “Game Development Made Easy Using Houdini” – Paul Ambrosiussen
- “Spline Based Procedural Modeling in “Agents of Mayhem”” – Chris Helvig, Chris DuBois (Volition)
VRDC
- “Brown-Boxing to Spy Cameras: Playtesting VR Across Six Platforms” – Shawn Patton (Schell Games)
Design
- “Rules of the Game: Five Further Techniques from Rather Clever Designers”
- “Ultima Online at 20: Classic Game Postmortem”
- “Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood” – David Shaver
- “Invisible Intuition: How To Light A Level” – Robert Yang
Production
- “Remote Unity Studio in a Box” – “Spline Based Procedural Modeling in “Agents of Mayhem”” – Chris Helvig, Chris DuBois (Volition)Ben Throop (Frame Interactive)
Independent Game Summit
UX Summit
- “UI/UX for Creating Your Mobile Game in VR” – Miranda Marquez (MunkyFun)
Game Narrative Summit
- “The Nature of Order in Game Narrative” – Jesse Schell (Schell Games)
GDC Mobile Summit
- “All the Families: The Making of ‘Animation Throwdown'” – Peter Eykemans, Katrina Wolfe (Kongregate)
- “Gameplay Setbacks As A Tool For Creating Impactful Moments” – Scott Brodie (Heart Shaped Games)
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