Awesome Game Analysis
a comprehensive collection of video game tech analysis resources
> This repository serves as a comprehensive collection of video game technology analysis resources. The project is written primarily in Python, distributed under the Creative Commons Zero v1.0 Universal license, first published in 2023. It has gained significant community traction with 1,146 stars and 74 forks on GitHub. Key topics include: anything, awesome, awesome-list, computer-graphics, effects.
Awesome Game Analysis 
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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 | <details open><summary>Expand</summary>• Unreal Engine 5 Demo<br></details> |
| Grand Theft Auto VI | Rockstar Games | RAGE | 2026 | <details open><summary>Expand</summary>• Grand Theft Auto 6 Trailer 2 Tech Breakdown<br></details> |
| Death Stranding 2 | Kojima Productions | Decima | 2025 | <details open><summary>Expand</summary>• Death Stranding 2 tech review: one of the best-looking games of this console generation<br></details> |
| Clair Obscur: Expedition 33 | Sandfall Interactive | UE5 | 2025 | <details><summary>Expand</summary>• Nanite Virtual Geometry Workflow<br></details> |
| Assassin's Creed Shadows | Ubisoft | Anvil Engine | 2025 | <details><summary>Expand</summary>• Inside the technologically revamped Anvil Engine<br>• How Ubisoft Brought Feudal Japan to Life: Rendering 'Assassin's Creed Shadows' with Nicolas Lopez<br>• Anvil Rendering Architecture<br></details> |
| Oblivion Remastered | Bethesda Game Studios | UE5 | 2025 | <details><summary>Expand</summary>• Nanite vs Traditional LOD System Comparison<br></details> |
| Doom: The Dark Ages | id Software | id Tech 8 | 2025 | <details><summary>Expand</summary>• Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages<br></details> |
| Avowed | Obsidian | UE5 | 2025 | <details><summary>Expand</summary>• [Avowed: A GPU Technical Retrospective |
| Tempest Rising | Slipgate Ironworks | UE5 | 2025 | <details><summary>Expand</summary>• Modern RTS Rendering Techniques in Unreal Engine 5<br>• Procedural Destruction System White Paper<br></details> |
| Monster Hunter Wilds | Capcom | RE Engine | 2025 | <details><summary>Expand</summary>• Is Rendering Still Evolving?<br>• New Rendering Features Rundown<br>• RE ENGINE Meshlet Rendering Pipeline<br></details> |
| Elden Ring: Nightreign | FromSoftware | Proprietary | 2025 | <details><summary>Expand</summary>• Multiplayer Spin-Off Technical Limitations Analysis<br></details> |
| Delta Force | TiMi J3 Studio | Unreal | 2025 | <details><summary>Expand</summary>• 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)<br>• 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)<br></details> |
| Warhammer 40000: Space Marine 2 | Saber Interactive | Internal | 2024 | <details><summary>Expand</summary>• Geometry rendering and shaders infrastructure<br></details> |
| Indiana Jones and the Great Circle | MachineGames | id Tech 7 | 2024 | <details><summary>Expand</summary>• Inside Indiana Jones and the Great Circle: The Ray Tracing Breakdown<br>• Eurogamer tech review<br>• Gaming Bolt graphcis analysis<br>• Ray Traced Global Illumination Breakdown<br>• Texture Streaming System Analysis<br>• Path Tracing Architecture & Denoising Solutions<br>• Dynamic Acceleration Structure Management<br>• Pushing 60hz. Shipping Indiana Jones and The Great Circle<br>• Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages<br></details> |
| Dragon Age: The Veilguard | BioWare | Frostbite | 2024 | <details><summary>Expand</summary>• GI, RT, Character Creator and other systems<br></details> |
| Senua's Saga: Hellblade II | Ninja Theory | UE5 | 2024 | <details><summary>Expand</summary>• Nanite Virtualized Geometry Optimization Patterns<br>• Volumetric Fog & Cloud System Technical White Paper<br></details> |
| Dragon's Dogma 2 | Capcom | RE Engine | 2024 | <details><summary>Expand</summary>• RTGI Implementation in Open World RPG<br>• NPC Behavior Tree Optimization<br>• RE ENGINE Meshlet Rendering Pipeline<br></details> |
| Avatar: Frontiers of Pandora | Ubisoft Massive | Snowdrop | 2024 | <details><summary>Expand</summary>• Ray Traced Global Illumination Pipeline Deep Dive<br>• Procedural Ecosystem Generation Technical Blog<br></details> |
| Star Wars Outlaws | Ubisoft Massive | Snowdrop | 2024 | <details><summary>Expand</summary>• Physicalized Audio System Technical Breakdown<br>• Ray Traced Reflections in Desert Environments<br></details> |
| Path of the Goddess | Capcom | RE Engine | 2024 | <details><summary>Expand</summary>• Procedural Vegetation Interaction System<br>• RE Engine 10: Next-Gen Material Pipeline<br></details> |
| STALKER 2 | GSC Game World | UE5 | 2024 | <details><summary>Expand</summary>• Technical Breakdown<br>• Eurogamer Digital Foundry Tech Review<br></details> |
| Metaphor: ReFantazio | Studio Zero | Internal | 2024 | <details><summary>Expand</summary>• Performance and frame analysis - Metaphor ReFantazio<br>• FSR 3 Frame Generation Integration<br></details> |
| GRANBLUE FANTASY: Relink | Osaka Cygames | PlatinumGames Engine | 2024 | <details><summary>Expand</summary>• 『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<br>• 『GRANBLUE FANTASY_ Relink』角色渲染环节技术分享<br></details> |
| 黑暗之潮 | 掌趣 | Unity | 2024 | <details><summary>Expand</summary>• [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<br>• 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<br></details> |
| Alan Wake 2 | Remedy | Northlight | 2023 | <details><summary>Expand</summary>• Modernizing geometry rendering in Alan Wake 2<br>• 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>• Procedural Damage System for Live Content<br></details> |
| Starfield | Bethesda | Creation Engine 2 | 2023 | <details><summary>Expand</summary>• DF Tech Review<br>• Gaming Bolt Graphics Analysis<br>• A Reddit user's tech analysis<br>• Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX<br></details> |
| Hifi Rush | Tango Gameworks | UE4 | 2023 | <details><summary>Expand</summary>• 3D Toon Rendering in 'Hi-Fi RUSH'<br>• DF Tech Review<br>• CGWorldJP: Character, motion, and effects edition<br>• CGWorldJP: Background/Lighting<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>• Ray Tracing in Diablo IV<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> |
| 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>• Nanite Virtual Shadow Maps Analysis<br></details> |
| Overwatch 2 | Blizzard Entertainment | Internal | 2022 | <details><summary>Expand</summary>• Evolving Global Illumination in Overwatch 2<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>• The Elden Ring tech report<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>• Maya as Editor: The game development approach of Santa Monica Studio<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>• Cross-Gen Rendering Strategies: PS4 to PS5 Pro<br>• PC Port Optimization vs Console Baseline<br>• PSSR vs FSR 3 Upscaling Comparison<br>• Volumetric Cloud System Breakdown<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> |
| The Gunk | Image & Form Games | UE4 | 2021 | <details><summary>Expand</summary>• Raymarching The Gunk<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>• PS5 Pro Enhancements: Foliage Density and Ray Tracing<br></details> |
| Returnal | Housemarque | UE4 | 2021 | <details><summary>Expand</summary>• Can We Do It with Particles?: VFX Learnings from 'Returnal'<br>• Particle System and Volumetric Lighting Deep Dive<br>• PSSR Upscaling Implementation Analysis<br>• VRS and Mesh Shading Utilization<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>• GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with 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>• Hallucinations re: the rendering of Cyberpunk 2077<br>• Hang Zhang's Blog<br>• Shader Execution Reordering<br>• Tech Focus: Cyberpunk 2077 RT Overdrive<br>• Overdrive Technology Preview on RTX 4090<br>• Next-Gen Tech Analysis: Ray Tracing and Night City Density<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>• Ray Traced Reflections and Performance Mode Analysis<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> |
| Genshin impact | Mihoyo | Unity | 2020 | <details><summary>Expand</summary>• [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<br>• 《原神》主机版渲染技术要点和解决方案<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>• Decima Engine: Advances in Lighting and AA<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>• Resource Management Architecture in 4A Engine<br>• Anton Schreiner's Blog<br>• Balázs Török's Blog<br>• Full Ray Tracing Overhaul Technical Breakdown<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>• God of War Tech Analysis: A New Benchmark for PS4<br>• PC Port Deep Dive: From Checkerboarding to Native 4K<br>• 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>• Technical Masterpiece: Breaking Down Rockstar's Open World<br></details> |
| Detroit Become Human | Quantic Dream | Internal | 2018 | <details><summary>Expand</summary>• Behind the Pretty Frames<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>• REAC 2024 DAY 1 Testing Rendering Code at Frostbite<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>• Next-Gen Ray Tracing and High Frame-Rate Implementation<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> |
| Dying Light | Techland | Chrome Engine 6 | 2015 | <details><summary>Expand</summary>• Deferred rendering in Dying Light<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>• Ray Traced Global Illumination Implementation<br>• Texture Streaming Improvements Analysis<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>• Optimizing the UI’s CPU bound frame rate in 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> |
Contributors
Showing top 12 contributors by commit count.
