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Awesome Game Analysis

a comprehensive collection of video game tech analysis resources

From OTFCG·Updated June 20, 2026·View on GitHub·

> 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 Awesome

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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

GameDeveloperEngineYearAnalysis
The Witcher 4CD Projekt RedUE52027<details open><summary>Expand</summary>Unreal Engine 5 Demo<br></details>
Grand Theft Auto VIRockstar GamesRAGE2026<details open><summary>Expand</summary>Grand Theft Auto 6 Trailer 2 Tech Breakdown<br></details>
Death Stranding 2Kojima ProductionsDecima2025<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 33Sandfall InteractiveUE52025<details><summary>Expand</summary>Nanite Virtual Geometry Workflow<br></details>
Assassin's Creed ShadowsUbisoftAnvil Engine2025<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 RemasteredBethesda Game StudiosUE52025<details><summary>Expand</summary>Nanite vs Traditional LOD System Comparison<br></details>
Doom: The Dark Agesid Softwareid Tech 82025<details><summary>Expand</summary>Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages<br></details>
AvowedObsidianUE52025<details><summary>Expand</summary>• [Avowed: A GPU Technical Retrospective
Tempest RisingSlipgate IronworksUE52025<details><summary>Expand</summary>Modern RTS Rendering Techniques in Unreal Engine 5<br>Procedural Destruction System White Paper<br></details>
Monster Hunter WildsCapcomRE Engine2025<details><summary>Expand</summary>Is Rendering Still Evolving?<br>New Rendering Features Rundown<br>RE ENGINE Meshlet Rendering Pipeline<br></details>
Elden Ring: NightreignFromSoftwareProprietary2025<details><summary>Expand</summary>Multiplayer Spin-Off Technical Limitations Analysis<br></details>
Delta ForceTiMi J3 StudioUnreal2025<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 2Saber InteractiveInternal2024<details><summary>Expand</summary>Geometry rendering and shaders infrastructure<br></details>
Indiana Jones and the Great CircleMachineGamesid Tech 72024<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 VeilguardBioWareFrostbite2024<details><summary>Expand</summary>GI, RT, Character Creator and other systems<br></details>
Senua's Saga: Hellblade IINinja TheoryUE52024<details><summary>Expand</summary>Nanite Virtualized Geometry Optimization Patterns<br>Volumetric Fog & Cloud System Technical White Paper<br></details>
Dragon's Dogma 2CapcomRE Engine2024<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 PandoraUbisoft MassiveSnowdrop2024<details><summary>Expand</summary>Ray Traced Global Illumination Pipeline Deep Dive<br>Procedural Ecosystem Generation Technical Blog<br></details>
Star Wars OutlawsUbisoft MassiveSnowdrop2024<details><summary>Expand</summary>Physicalized Audio System Technical Breakdown<br>Ray Traced Reflections in Desert Environments<br></details>
Path of the GoddessCapcomRE Engine2024<details><summary>Expand</summary>Procedural Vegetation Interaction System<br>RE Engine 10: Next-Gen Material Pipeline<br></details>
STALKER 2GSC Game WorldUE52024<details><summary>Expand</summary>Technical Breakdown<br>Eurogamer Digital Foundry Tech Review<br></details>
Metaphor: ReFantazioStudio ZeroInternal2024<details><summary>Expand</summary>Performance and frame analysis - Metaphor ReFantazio<br>FSR 3 Frame Generation Integration<br></details>
GRANBLUE FANTASY: RelinkOsaka CygamesPlatinumGames Engine2024<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Unity2024<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 2RemedyNorthlight2023<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>
StarfieldBethesdaCreation Engine 22023<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 RushTango GameworksUE42023<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 4Blizzard Albany, Team 3Internal2023<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: NordicsNihon FalcomInternal2023<details><summary>Expand</summary>PC Optimization Journey<br></details>
Final Fantasy 16Square EnixInternal2023<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 2023CodemastersEGO2023<details><summary>Expand</summary>PS5 vs Xbox Series X/S vs PC – Ray Tracing<br></details>
Company of Heroes 3Relic EntertainmentEssence Engine 4.02023<details><summary>Expand</summary>Company of Heroes 3 - From PC to Consoles<br></details>
Resident Evil 4 ReCapcomRE Engine2023<details><summary>Expand</summary>DF Tech Review<br></details>
Horizon: Call of the MountainGuerrillaDecima2023<details><summary>Expand</summary>Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown<br></details>
Dead Space RemakeMotive StudiosFrostbite2023<details><summary>Expand</summary>DF Tech Review<br></details>
Remnant2Gunfire GamesUE52023<details><summary>Expand</summary>Remnant 2 review – a war across worlds<br></details>
Baldur's Gate 3Larian Studios, ElverilsDivinity 4.02023<details><summary>Expand</summary>DF Tech Review - Graphics Analysis + Optimised Settings<br></details>
Immortals of AveumAscendant StudiosUE52023<details><summary>Expand</summary>IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE<br>Nanite Virtual Shadow Maps Analysis<br></details>
Overwatch 2Blizzard EntertainmentInternal2022<details><summary>Expand</summary>Evolving Global Illumination in Overwatch 2<br></details>
Elden RingFromSoftwareInternal2022<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/VioletGame FreakInternal2022<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 ArceusGame FreakInternal2022<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 RagnarokSanta Monica StudioInternal2022<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 WestGuerrillaDecima2022<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 QuarrySupermassive GamesUE42022<details><summary>Expand</summary>Case Study: Creating Realistic Facial Motion for 'The Quarry'<br></details>
ForspokenLuminous ProductionsLuminous Engine2022<details><summary>Expand</summary>DF Tech Review<br></details>
Warhammer 40,000: DarktideFatsharkInternal2022<details><summary>Expand</summary>How FatShark constructed their central asset pipeline with Simplygon<br></details>
Xenoblade Chronicles 3Monolith SoftInternal2022<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 7Polyphony DigitalInternal2022<details><summary>Expand</summary>Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation<br></details>
The Callisto ProtocolStriking Distance StudiosUE42022<details><summary>Expand</summary>SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx<br></details>
The GunkImage & Form GamesUE42021<details><summary>Expand</summary>Raymarching The Gunk<br></details>
Halo Infinite343 IndustriesSlipspace2021<details><summary>Expand</summary>One Frame in 'Halo Infinite'<br></details>
Diablo 2 ResurrectedBlizzard, Vicarious VisionsInternal2021<details><summary>Expand</summary>DF Tech Analysis<br>An Overview of the 'Diablo II: Resurrected' Renderer<br></details>
Knockout CityVelan StudiosInternal2021<details><summary>Expand</summary>Knockout City's Parallel Play<br></details>
Forza Horizon 5Playground GamesForzaTech2021<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>
ReturnalHousemarqueUE42021<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 ApartInsomniac GamesInternal2021<details><summary>Expand</summary>Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'<br>DF Blog<br></details>
Far Cry 6Ubisoft TorontoDunia Engine2021<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>
DreamscaperAfterburner StudiosUE42021<details><summary>Expand</summary>Dreamscaper: Killer Combat on an Indie Budget<br></details>
FIFA 22EA Vancouver, EA RomaniaFrostbite 32021<details><summary>Expand</summary>'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology<br></details>
Dyson Sphere ProgramYouthcat StudioUnity2021<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 2077CD Projekt RedREDengine 42020<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 Eternalid Softwareid Tech 72020<details><summary>Expand</summary>Simon Coenen's Blog<br></details>
Mafia: Definitive EditionHangar 13Mafia III engine2020<details><summary>Expand</summary>The Code Corsair<br></details>
TeardownTuxedo LabsInternal2020<details><summary>Expand</summary>Frame Teardown<br>Teardown Breakdown<br></details>
Final Fantasy 7 RemakeSquare EnixUE42020<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 TsushimaSucker PunchInternal2020<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 RiftRiot GamesInternal2020<details><summary>Expand</summary>The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline<br></details>
Spelunky 2Mossmouth, BlitWorksInternal2020<details><summary>Expand</summary>Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'<br></details>
Marvel's Spider-Man: Miles MoralesInsomniac GamesInternal2020<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 IINaughty DogInternal2020<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>
NoitaNolla GamesFalling Everything2020<details><summary>Expand</summary>80lv's Interview<br></details>
Dragon Ball Z KakarotCyber Connect 2UE42020<details><summary>Expand</summary>Thomas @ Stylized Station's Twitter thread<br></details>
Genshin impactMihoyoUnity2020<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 StrandingKojima ProductionsDecima2019<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 ReCapcom Division 1RE Engine2019<details><summary>Expand</summary>Behind the Pretty Frames<br>Anton Schreiner's Blog<br></details>
Metro Exodus4A Games4A Engine2019<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>
ControlRemedyNorthlight Engine2019<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 11NetherRealm StudiosUE32019<details><summary>Expand</summary>Frame Analysis<br></details>
A Plague Tale: InnocenceAsobo StudioInternal2019<details><summary>Expand</summary>Dissecting A Plague Tale: Innocence<br>Gamingbolt Graphics Analysis<br></details>
Star Wars Jedi: Fallen OrderRespawnUE42019<details><summary>Expand</summary>Analysis of Water Effects<br>Physical Animation in Star Wars Jedi: Fallen Order<br></details>
Call of Duty: Modern WarfareInfinity WardIW engine2019<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 5The CoalitionUE52019<details><summary>Expand</summary>The making of Gears 5: how the Coalition hit 60fps - and improved visual quality<br></details>
Days GoneBend StudioUE42019<details><summary>Expand</summary>Squad Coordination in Days Gone<br>Screen Space Shadows​<br></details>
Sea of SolitudeJo-Mei GamesUnity2019<details><summary>Expand</summary>Paint It Black: The Art of 'Sea of Solitude'<br></details>
Untitled Goose GameHouse HouseUnity2019<details><summary>Expand</summary>Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'<br></details>
Tom Clancy's The Division 2Massive EntertainmentSnowdrop2019<details><summary>Expand</summary>Game Server Performance on Tom Clancy's The Division 2<br></details>
Super Mario Maker 2NintendoInternal2019<details><summary>Expand</summary>What Cause Lag in Super Mario Maker 2's Online<br></details>
EpitasisEpitasis GamesUE42019<details><summary>Expand</summary>80lv's Interview<br></details>
God of War 4Santa Monica StudioInternal2018<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 2Rockstar San DiegoRAGE2018<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 HumanQuantic DreamInternal2018<details><summary>Expand</summary>Behind the Pretty Frames<br></details>
Jurassic World: EvolutionFrontierCobra2018<details><summary>Expand</summary>The Code Corsair<br></details>
Ni no Kuni IILevel-5Internal2018<details><summary>Expand</summary>Thomas' Blog<br></details>
Shadows of the Tomb RaiderEidos-MontréalFoundation engine2018<details><summary>Expand</summary>Shadows of the Tomb Raider<br></details>
Kingdom Come: DeliveranceWarhorse StudiosCryEngine2018<details><summary>Expand</summary>Adaptive Clothing System in Kingdom Come: Deliverance<br></details>
The Walking Dead: Our WorldNext GamesUnity2018<details><summary>Expand</summary>Social Depth of Location-Based Play in 'The Walking Dead: Our World'<br></details>
Just Cause 4Avalanche StudiosApex2018<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 ThievesRareUE42018<details><summary>Expand</summary>Automated Testing of Gameplay Features in 'Sea of Thieves'<br></details>
Tetris EffectMonstars Inc. and ResonairUE42018<details><summary>Expand</summary>Making 'Tetris Effect'-ive<br></details>
Battlefield VDICEFrostbite2018<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-ManInsomniac GamesInternal2018<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>
Frostpunk11 bit studiosLiquid Engine2018<details><summary>Expand</summary>Content Fueled Gameplay Programming in Frostpunk<br></details>
Astro Bot Rescue MissionSIE Japan StudioInternal2018<details><summary>Expand</summary>Taming Technologies Behind Astro Bot Rescue Mission<br></details>
Assassin's Creed OdysseyUbisoft QuebecAnvilNext 2.02018<details><summary>Expand</summary>Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey<br></details>
Detroit: Become HumanQuantic DreamInternal2018<details><summary>Expand</summary>The Lighting Technology of Detroit: Become Human<br></details>
Far Cry 5Ubisoft MontrealDunia Engine2018<details><summary>Expand</summary>Water Rendering in Far Cry 5<br></details>
PrismataLunarch StudiosInternal2018<details><summary>Expand</summary>Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata<br></details>
BelowCapybara GamesInternal2018<details><summary>Expand</summary>The Rendering of Below<br></details>
Shadow of the Colossus RemakeBluepointInternal2018<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 TravelerSquare Enix, AcquireUE42018<details><summary>Expand</summary>DF Tech Analysis<br>DF PC vs Switch<br>Unreal Fest Europe 2019<br></details>
Destiny 2BungieTiger Engine2017<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 StudiosRenderDragon2017<details><summary>Expand</summary>Frame Analysis - RTX<br>Microsoft Game Dev<br>DF's Minecraft RTX Deep Dive<br>GTC 2020<br></details>
Slime RancherMonomi ParkUnity2017<details><summary>Expand</summary>A frame of Slime Rancher<br></details>
Divinity: Original Sin 2Larian StudiosDivinity Engine2017<details><summary>Expand</summary>Divine Fire: A deep dive into the VFX<br></details>
Star Wars Battlefront IIEA DICE, Criterion Games, Motive StudiosFrostbite2017<details><summary>Expand</summary>Battlefront II Layered Explosion<br>Precomputed Global Illumination in Frostbite<br></details>
Zelda: Breath of the WildNintendoInternal2017<details><summary>Expand</summary>The Bling-Bling Offset<br></details>
RIMETequila WorksUE42017<details><summary>Expand</summary>Stylized VFX in RIME<br></details>
Middle-earth: Shadow of WarMonolithLithtech2017<details><summary>Expand</summary>Middle-earth: Shadow of War<br></details>
FAITHAirdorf GamesUnity2017<details><summary>Expand</summary>MORTIS 101: 'FAITH's' Horror Design Toolkit<br></details>
Assassin's Creed: OriginsUbisoft MontrealAnvilNext 2.02017<details><summary>Expand</summary>Virtual Insanity: Meta AI on Assassin's Creed: Origins<br></details>
Battlefield 1DICEFrostbite 32017<details><summary>Expand</summary>4K Checkerboard in Battlefield 1 and Mass Effect Andromeda<br></details>
Mass Effect AndromedaBioWareFrostbite 32017<details><summary>Expand</summary>4K Checkerboard in Battlefield 1 and Mass Effect Andromeda<br></details>
Horizon: Zero DawnGuerrilla GamesDecima2017<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 HonorUbisoft MontrealAnvilNext 2.02017<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 2NetherRealm StudiosUE32017<details><summary>Expand</summary>8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2<br></details>
Night in the WoodsInfinite FallUnity2017<details><summary>Expand</summary>Making Night in the Woods Better with Open Source<br></details>
Resident Evil 7CapcomRE Engine2017<details><summary>Expand</summary>RE Engine Analysis<br>Next-Gen Ray Tracing and High Frame-Rate Implementation<br></details>
Splatoon 2NintendoInternal2017<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 TarkovBattlestateUnity2017<details><summary>Expand</summary>Game Tech Overview<br></details>
Hellblade: Senua's SacrificeNinja TheoryUE42017<details><summary>Expand</summary>Digital Humans: Crossing the Uncanny Valley in UE4<br></details>
Doomid Softwareid Tech 62016<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>
OverwatchBlizzard, Iron GalaxyInternal2016<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 ShogunMimimi ProductionsUnity2016<details><summary>Expand</summary>Kosmonaut's Blog<br></details>
The WitnessTheklaInternal2016<details><summary>Expand</summary>The Witness Frame Part 1<br></details>
Dark MausDaniel WrightInternal2016<details><summary>Expand</summary>Dark Maus: Topdown Trees<br></details>
Gears of War 4The CoalitionUE42016<details><summary>Expand</summary>GDC Vault Gears of War 4<br></details>
BattlebornGearbox SoftwareUE32016<details><summary>Expand</summary>The VFX Process Behind 'Battleborn'<br></details>
Mafia IIIHangar 13Illusion2016<details><summary>Expand</summary>Triage on the Front Line: Improving Mafia III AI in a Live Product<br></details>
Final Fantasy 15Square Enix Business Division 2Luminous Studio2016<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 PrimalUbisoft TorontoDunia Engine2016<details><summary>Expand</summary>Character Pipeline and Customization System for Far Cry Primal<br></details>
Watch Dogs 2Ubisoft MontrealDisrupt2016<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 2Respawn EntertainmentSource2016<details><summary>Expand</summary>Efficient Texture Streaming in Titanfall 2<br></details>
Uncharted 4Naughty DogNaughty Dog Engine2016<details><summary>Expand</summary>The Science of Off-Roading: Uncharted 4's 4x4<br></details>
Dishonored 2Arkane StudiosVoid Engine2016<details><summary>Expand</summary>Taking Back What's Ours: The AI of Dishonored 2<br></details>
Tom Clancy's The DivisionMassive EntertainmentSnowdrop2016<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 FloodThe Molasses FloodUE42016<details><summary>Expand</summary>Forging The River in The Flame in The Flood<br></details>
INSIDEPlaydeadUnity2016<details><summary>Expand</summary>Temporal Reprojection Anti-Aliasing in INSIDE<br>Low Complexity, High Fidelity: The Rendering of INSIDE<br></details>
StellarisParadox Development StudioClausewitz Engine2016<details><summary>Expand</summary>Creating Complex AI Behavior in Stellaris Through Data-Driven Design<br></details>
Total War: WarhammerCreative AssemblyWarscape2016<details><summary>Expand</summary>Siege Battle AI in Total War: Warhammer<br></details>
No Man's SkyHello GamesInternal2016<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 LightTechlandChrome Engine 62015<details><summary>Expand</summary>Deferred rendering in Dying Light<br></details>
The Witcher 3CD Projekt RedRED Engine 32015<details><summary>Expand</summary>Mateusz's Blog<br>'Witcher 3' on the Nintendo Switch<br></details>
Metal Gear Solid VKojima ProductionsFox Engine2015<details><summary>Expand</summary>Graphics Study<br>GDC 13<br>DigitalFoundry Tech Analysis<br>NVIDIA Performance Guide<br></details>
Rise of the Tomb RaiderCrystal DynamicsFoundation Engine2015<details><summary>Expand</summary>The Code Corsair<br></details>
Yakuza 0Ryu Ga Gotoku StudioDragon Engine2015<details><summary>Expand</summary>Fixing attempts for Yakuza 0<br></details>
Waves 2: NotoriousRob "Squid" HaleUE42015<details><summary>Expand</summary>A Frame of Waves 2<br></details>
Batman: Arkham KnightRocksteadyUE32015<details><summary>Expand</summary>Unmasking Arkham Knight<br></details>
Fallout 4Bethesda Game StudiosCreation Engine2015<details><summary>Expand</summary>Game Art Tricks<br>Game Art Tricks<br></details>
Assassin's Creed SyndicateUbisoft QuebecAnvilNext 22015<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 QudFreehold GamesUnity2015<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: Guardians343 IndustriesHalo engine2015<details><summary>Expand</summary>Geometry Caching Optimizations in Halo 5: Guardians<br></details>
Just Cause 3Avalanche StudiosAvalanche Engine2015<details><summary>Expand</summary>Tree's Company: Systemic AI Design in Just Cause 3<br></details>
Rocket LeaguePsyonixUE32015<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 SiegeUbisoft MontrealAnvilNext 2.02015<details><summary>Expand</summary>Rendering Rainbow Six Siege<br>The Art of Destruction in Rainbow Six: Siege<br></details>
Call of Duty: Black Ops IIITreyarchIW engine2015<details><summary>Expand</summary>Fighting Latency on Call of Duty: Black Ops III<br></details>
The Order: 1886Ready at DawnReady at Dawn Engine 4.02015<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 MordorMonolith ProductionsLithTech Jupiter EX2014<details><summary>Expand</summary>The Code Corsair<br></details>
Castlevania: Lords of Shadow 2MercurySteamMercury2014<details><summary>Expand</summary>The Code Corsair<br></details>
COD: Advanced WarfareSledgehammer GamesInternal2014<details><summary>Expand</summary>Next Generation Post Processing<br></details>
Alien IsolationCreative AssemblyCustom2014<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 OrderMachineGamesid Tech 52014<details><summary>Expand</summary>Alien vs Wolfenstein: Cutting Torch<br></details>
Adventure CapitalistHyper HippoUnity2014<details><summary>Expand</summary>Adventure Capitalist Postmortem or<br></details>
Far Cry 4Ubisoft MontrealDunia Engine 22014<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 PackJackbox GamesInternal2014<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 UnityUbisoft MontrealAnvilNext 2.02014<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>
TitanfallRespawn EntertainmentSource2014<details><summary>Expand</summary>Extreme SIMD: Optimized Collision Detection in Titanfall<br></details>
DestinyBungieTiger Engine2014<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 ZeroesKojima ProductionsFox Engine2014<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 OnlineZeniMax Online StudiosHavok2014<details><summary>Expand</summary>Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline<br></details>
Dragon Age InquisitionBioWareFrostbite 32014<details><summary>Expand</summary>Getting Inquisitive About the AI of Dragon Age Inquisition<br></details>
Yandere SimulatorAlex Mahan (YandereDev)Unity2014<details><summary>Expand</summary>Yandere Simulator Complete Source Code Analysis - Code Review<br></details>
GTA 5Rockstar NorthRAGE2013<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/YGame FreakInternal2013<details><summary>Expand</summary>Game Art Tricks<br></details>
Assassin's Creed: Black FlagUbisoft MontrealAnvilNext2013<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 StarveKlei EntertainmentCustom2013<details><summary>Expand</summary>Don't Starve & Diablo Parallax<br></details>
Tomb Raider 9Crystal DynamicsCrystal2013<details><summary>Expand</summary>Tomb Raider Lara's Hot Secrets<br>Hair in Tomb Raider<br></details>
Bioshock InfiniteIrrational GamesUE32013<details><summary>Expand</summary>BioShock Infinite Lighting<br></details>
Dead Space 3Visceral GamesFrostbite 32013<details><summary>Expand</summary>Dead Space 3 Diffuse Reflections<br></details>
Metal Gear RisingPlatinum qGamesInternal2013<details><summary>Expand</summary>Metal Gear Rising Slicing<br></details>
The Last of UsNaughty DogInternal2013<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 4DICEFrostbite2013<details><summary>Expand</summary>Rendering Battlefield 4 with Mantle by Yuriy ODonnell<br></details>
Crysis 3CrytekCryEngine2013<details><summary>Expand</summary>Crafting the world of Crysis<br>Shining the Light on Crysis 3<br></details>
Splinter Cell: BlacklistUbisoft TorontoUE2.52013<details><summary>Expand</summary>Modeling AI Perception and Awareness in Splinter Cell: Blacklist<br></details>
Forza Motorsport 5Turn 10 StudiosForzaTech2013<details><summary>Expand</summary>Capturing Reality: Gathering Reference for Forza Motorsport 5<br></details>
Killer InstinctRare, Double Helix Games, Iron Galaxy Studios, Dlala StudiosHexEngine2013<details><summary>Expand</summary>Designing AI for Killer Instinct<br></details>
Path of ExileGrinding Gear GamesInternal2013<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 3Blizzard Albany, Team 3Internal2012<details><summary>Expand</summary>Game Art Tricks<br>Game Art Tricks<br>Game Art Tricks<br>Game Art Tricks<br></details>
007 Legends : MoonrakerEurocomUE32012<details><summary>Expand</summary>007 Legends The World<br></details>
Assassins Creed 3Ubisoft MontrealAnvilNext2012<details><summary>Expand</summary>Assassins Creed 3 Bouncing Light<br>Assassins Creed 3 LOD Blending<br>Rendering Assassin's Creed III<br></details>
Hitman: AbsolutionIO InteractiveGlacier 22012<details><summary>Expand</summary>Creating the AI for the Characters of Hitman: Absolution<br></details>
Ghost Recon Future SoldierUbisoft ParisInternal2012<details><summary>Expand</summary>A Different Approach for Continuous Physics in Ghost Recon Future Soldier<br></details>
Blade & SoulNCSOFTUE32012<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 OffensiveValve Corporation, Hidden Path EntertainmentSource2012<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 EnixLuminous Studio2012<details><summary>Expand</summary>Web Page<br>Practical Applications of Compute for Simulation in Agni's Philosophy<br></details>
JourneyThatgamecompanyPhyreEngine2012<details><summary>Expand</summary>Sand Rendering in Journey<br></details>
Batman : Arkham CityRocksteady StudiosUE32011<details><summary>Expand</summary>Froyok's Blog<br></details>
Deus Ex: Human RevolutionEidos-MontréalCrystal2011<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 IsaacEdmund McMillen, Florian HimslFlash2011<details><summary>Expand</summary>Binding of Isaac Composition<br></details>
Battlefield 3DICEFrostbite2011<details><summary>Expand</summary>Culling the Battlefield: Data Oriented Design in Practice<br>DirectX 11 Rendering in Battlefield 3<br></details>
Crysis 2CrytekCryEngine 32011<details><summary>Expand</summary>Crysis 2 Multiplayer: A Programmer's Postmortem<br></details>
Mortal KombatNetherRealm StudiosUE32011<details><summary>Expand</summary>8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2<br></details>
SkylandersToys for BobInternal2011<details><summary>Expand</summary>Supercharged! Vehicle Physics in Skylanders<br></details>
Portal 2ValveSource2011<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 3Santa Monica StudioInternal2010<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 II2K CzechInternal2010<details><summary>Expand</summary>Hat vs Hair<br></details>
Starcraft 2Blizzard EntertainmentSC2 Engine2010<details><summary>Expand</summary>Starcraft 2 Localization<br></details>
Battlefield Bad Company 2DICEFrostbite 1.52010<details><summary>Expand</summary>Battlefield Bad Company 2 Smoke Column<br></details>
CityVilleZyngaFlash2010<details><summary>Expand</summary>CityVille: Lessons Learned & Tools Used<br></details>
Dead Rising 2Capcom VancouverMT Framework2010<details><summary>Expand</summary>1000s of Zombies, 1000s of Problems, 1000s of Dollars<br></details>
Two Worlds IIReality PumpGRACE 22010<details><summary>Expand</summary>Advanced Material<br></details>
Skate 3EA Black BoxRenderWare2010<details><summary>Expand</summary>Building Game UI with Scaleform<br></details>
World of Tanks: MercenariesWargamingBigWorld2010<details><summary>Expand</summary>Bringing Replays to World of Tanks: Mercenaries<br></details>
Assassin's Creed BrotherhoodUbisoft MontrealAnvil2010<details><summary>Expand</summary>AI & Animation in Assassin's Creed Brotherhood<br></details>
Halo: ReachBungieHalo Engine2010<details><summary>Expand</summary>I Shot You First: Networking the Gameplay of Halo: Reach<br></details>
ALAN WAKERemedyNorthlight2010<details><summary>Expand</summary>ALAN WAKE: The Writer Who Made Us Rewrite Our Engine<br></details>
Assassin's Creed IIUbisoft MontréalAnvil Engine2009<details><summary>Expand</summary>Froyok's Blog<br></details>
Left 4 Dead 2ValveSource2009<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 LegendsRiot GamesInternal2009<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 3Turn 10 StudiosForzaTech2009<details><summary>Expand</summary>Forza Motorsport 3 Audio Design<br></details>
Velvet AssassinReplay StudiosUE32009<details><summary>Expand</summary>Building a Dynamic Lighting Engine<br></details>
Dragon AgeBioWareFrostbite 32009<details><summary>Expand</summary>Connecting Players and Franchise Across Console Generations in the Dragon Age Keep<br></details>
Halo WarsEnsemble Studios, 343 Industries, Creative AssemblyHavok2009<details><summary>Expand</summary>The Terrain of Halo Wars<br></details>
Final Fantasy 13Square EnixCrystal Tools2009<details><summary>Expand</summary>Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics<br></details>
Fallout 3Bethesda Game StudiosGamebryo2008<details><summary>Expand</summary>Game Art Tricks<br></details>
Digital Combat SimulatorEagle DynamicsInternal2008<details><summary>Expand</summary>DCS Frame Analysis<br></details>
Mirror's EdgeDICEUE32008<details><summary>Expand</summary>Henrikgdc09 Compat<br>The Unique Lighting of Mirror's Edge<br></details>
Sacred 2AscaronInternal2008<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 CompanyDICEFrostbite 1.02008<details><summary>Expand</summary>Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite<br></details>
Left 4 DeadValveSource2008<details><summary>Expand</summary>The AI Systems of Left 4 Dead<br>Replayable Cooperative Game Design: Left 4 Dead<br></details>
NARUTO: Ultimate Ninja STORMCyber Connect 2Internal2008<details><summary>Expand</summary>GDC: Cinematic Next-Generation Action NARUTO<br></details>
Halo 3BungieInternal2007<details><summary>Expand</summary>Lighting Research at Bungie<br></details>
Supreme CommanderGas Powered GamesInternal2007<details><summary>Expand</summary>Supreme Commander Graphics Study<br>Wiki of Height Map<br>GameSpot's article<br></details>
Enemy Territory: Quake WarsSplash Damageid Tech 42007<details><summary>Expand</summary>Oblivion Territory Tree vs Palm<br></details>
Bioshock2K Boston, 2K AustraliaUE2.52007<details><summary>Expand</summary>Bioshock Glossiness<br>The Cutting Room Floor<br></details>
CrysisCrytekCryEngine2007<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 WorldX-Ray Engine2007<details><summary>Expand</summary>GPU Gems2: Chapter 9<br></details>
Team Fortress 2ValveSource2007<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>
PortalValveSource2007<details><summary>Expand</summary>Integrating Narrative and Design: A Portal Post-Mortem<br></details>
TES: OblivionBethesda Game StudiosGamebryo2006<details><summary>Expand</summary>Oblivion Territory Tree vs Palm<br></details>
Company of HeroesRelic EntertainmentEssence Engine2006<details><summary>Expand</summary>Company of Heroes Flamethrower<br>Company of Heroes Shaded Smoke<br></details>
Lost PlanetSpark Unlimited, Capcom, HexaDriveMT Framework2006<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 ColossusJapan Studio, Team IcoInternal2005<details><summary>Expand</summary>Froyok's Blog<br>DF Retro<br></details>
Battlefield 2DICEFrostbite 22005<details><summary>Expand</summary>Battlefield 2 Flag Sound<br></details>
Doom 3id Softwareid Tech 42004<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 WarcraftBlizzardInternal2004<details><summary>Expand</summary>World of Warcraft Balloon<br></details>
Far CryCrytekCry Engine2004<details><summary>Expand</summary>Far Cry and DX9<br></details>
Half-Life 2ValveSource2004<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 OnlineCCP GamesTrinity2003<details><summary>Expand</summary>Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC<br></details>
Call of DutyInfinity Ward, Treyarch, Sledgehammer Games, Raven SoftwareIW engine, Treyarch NGL2003<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 OnlineCCP GamesTrinity2003<details><summary>Expand</summary>The Benefits and Challenges of Supporting Third-Party Developers in Eve Online<br></details>
Zelda - Wind WakerNintendo EADInternal2002<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 DivinityLarian StudiosInternal2002<details><summary>Expand</summary>Divine Divinity 2D Reflexion<br></details>
Warcraft 3BlizzardInternal2002<details><summary>Expand</summary>Warcraft 3 Billboards<br></details>
HaloBungie, 343 IndustriesSlipspace Engine2001<details><summary>Expand</summary>Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective<br></details>
Diablo 2Blizzard NorthInternal2000<details><summary>Expand</summary>Don't Starve & Diablo Parallax<br></details>
1nsaneInvictus GamesInternal2000<details><summary>Expand</summary>1nsane Carpet 2 Repetitive Worlds<br></details>
Deus ExIon StormUE12000<details><summary>Expand</summary>Deus Ex Scanlines<br>Deus Ex Occlusion<br></details>
Dungeon Keeper 2BullfrogInternal1999<details><summary>Expand</summary>Wonky walls<br>Grid-based lighting<br></details>
Age of EmpiresI&IIEnsemble StudiosGenie1999<details><summary>Expand</summary>GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond<br></details>
MiMazeChristophe DIOT and Laurent GAUTIERInternal1999<details><summary>Expand</summary>Bucket Synchonization<br></details>
Half-LifeValveGoldSrc1998<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 007RareInternal1997<details><summary>Expand</summary>DF Retro EX<br></details>
Panzer Dragoon SeriesTeam AndromedaInternal1995<details><summary>Expand</summary>Classic Game Postmortem<br></details>
Super Mario Bros. 3NintendoSource1988<details><summary>Expand</summary>Super Mario Bros. 3 - The Cutting Room Floor<br></details>
Kid IcarusNintendo R&D1Internal1986<details><summary>Expand</summary>Kid Icarus Tricks<br></details>
FIFAEA VancouverFrostbiteN/A<details><summary>Expand</summary>How FIFA Delivers Live Content to Users Fast<br></details>
Path of Exile 2Grinding Gear GamesInternalN/A<details><summary>Expand</summary>The rendering techniques of Path of Exile (Alexander Sannikov)<br></details>

References


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>
<!-- ALL-CONTRIBUTORS-LIST:END -->

Contributors

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