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Awesome-Game-Analysis

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

Suggestions are welcome to be filed via the GitHub issue tracker for this repository, please use the issue tracker to submit your ideas.

In order to maintain the structure of this repository, please don't directly make changes to the README.md file. Instead, read our Contribution Guide before PRs.


Analysis - Games

Game Developer Engine Year Analysis
Doom id Software id Tech 6 2016
Expand- The Devil is in the details
- Graphics Study
- DF Interview
- Bringing Hell to Life: AI and Full Body Animation in DOOM
- GamesBeat Interview
- DSOGaming Interview
- QuakeCon P1
- QuakeCon P2
Cyberpunk 2077 CD Projekt Red REDengine 4 2020
Expand- c0de517e
- Hang Zhang's Blog
- Shader Execution Reordering
- Tech Focus: Cyberpunk 2077 RT Overdrive
- Overdrive Technology Preview on RTX 4090
Diablo IV Blizzard Albany, Team 3 Internal 2023
Expand- Behind the Pretty Frames
- Blizzard
Death Stranding Kojima Productions Decima 2019
Expand- Behind the Pretty Frames
- 'Death Stranding': An AI Postmortem
- DF Tech Review(PC)
- DF Perfomance Analysis
Doom Eternal id Software id Tech 7 2020
Expand- Simon Coenen's Blog
Resident-evil II Re Capcom Division 1 RE Engine 2019
Expand- Behind the Pretty Frames
- Anton Schreiner's Blog
God of war 4 Santa Monica Studio Internal 2018
Expand- Behind the Pretty Frames
Elden Ring FromSoftware Internal 2022
Expand- Behind the Pretty Frames
Red Dead Redemption 2 Rockstar San Diego RAGE 2018
Expand- imgeself's Blog
- SIG 2019: Creating the Atmospheric World
The Witcher 3 CD Projekt Red RED Engine 3 2015
Expand- Mateusz's Blog
- 'Witcher 3' on the Nintendo Switch
GTA 5 Rockstar North RAGE 2013
Expand- Game Art Tricks: Underestimated Glow
- Game Art Tricks: The Wormy Fountain
- Graphics Study
- NVIDIA Performance Guide
Destiny 2 Bungie Tiger Engine 2017
Expand- GDC 2018: Physically Inspired Shading in 'Destiny 2'
- Destiny's Multithreaded Rendering Architecture
- GDC 17: Destiny Shader Pipeline
Batman : Arkham City Rocksteady Studios UE3 2011
Expand- Froyok's Blog
Assassin's Creed II Ubisoft Montréal Anvil Engine 2009
Expand- Froyok's Blog
Shadow of the Colossus Japan Studio, Team Ico Internal 2005
Expand- Froyok's Blog
- DF Retro
Pokémon X/Y Game Freak Internal 2013
Expand- Game Art Tricks
Metal Gear Solid V Kojima Productions Fox Engine 2015
Expand- Graphics Study
- GDC 13
- DigitalFoundry Tech Analysis
- NVIDIA Performance Guide
Overwatch Blizzard, Iron Galaxy Internal 2016
Expand- Alain Galvan's Blog
- Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights
- Overwatch Gameplay Architecture and Netcode
- Playtesting Overwatch
- Networking Scripted Weapons and Abilities in Overwatch
- Overwatch - The Elusive Goal: Play by Sound
Metro Exodus 4A Games 4A Engine 2019
Expand- Anton Schreiner's Blog
- Balázs Török's Blog
Zelda - Wind Waker Nintendo EAD Internal 2002
Expand- Nathan Gordon's Blog
- Soenke Seidel's Blog
- Game Art Tricks
Doom 3 id Software id Tech 4 2004
Expand- Game Art Tricks
- Game Art Tricks
- Source code review
- Vulkan Port
Control Remedy Northlight Engine 2019
Expand- Frame Analysis
- Destructible Environments in Control: Lessons in Procedural Destruction
- Control PC's Stealth Upgrade
Minecraft (Bedrock) Mojang Studios RenderDragon 2017
Expand- Frame Analysis - RTX
- Microsoft Game Dev
- DF's Minecraft RTX Deep Dive
- GTC 2020
Mortal Kombat 11 NetherRealm Studios UE3 2019
Expand- Frame Analysis
Halo Infinite 343 Industries Slipspace 2021
Expand- One Frame in 'Halo Infinite'
Rise of the Tomb Raider Crystal Dynamics Foundation Engine 2015
Expand- The Code Corsair
Mafia: Definitive Edition Hangar 13 Mafia III engine 2020
Expand- The Code Corsair
Jurassic World: Evolution Frontier Cobra 2018
Expand- The Code Corsair
Middle-earth: Shadow of Mordor Monolith Productions LithTech Jupiter EX 2014
Expand- The Code Corsair
Castlevania: Lords of Shadow 2 MercurySteam Mercury 2014
Expand- The Code Corsair
God of War III Santa Monica Studio Internal 2010
Expand- Morphological Antialiasing
- More on God of War III Antialiasing
- DF article
- Sig 2019: Interactive Wind and Vegetation
- Playtesting 'God of War'
- Evolving Combat in 'God of War' for a New Perspective
- Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'
- Disintegrating Meshes with Particles in 'God of War'
- Wind Simulation in God of War
Teardown Tuxedo Labs Internal 2020
Expand- Frame Teardown
- Teardown Breakdown
A Plague Tale: Innocence Asobo Studio Internal 2019
Expand- Dissecting A Plague Tale: Innocence
Ni no Kuni II Level-5 Internal 2018
Expand- Thomas' Blog
Yakuza 0 Ryu Ga Gotoku Studio Dragon Engine 2015
Expand- Fixing attempts for Yakuza 0
Slime Rancher Monomi Park Unity 2017
Expand- A frame of Slime Rancher
Shadow Tactics: Blades of the Shogun Mimimi Productions Unity 2016
Expand- Kosmonaut's Blog
The Witness Thekla Internal 2016
Expand- The Witness Frame Part 1
Waves 2: Notorious Rob "Squid" Hale UE4 2015
Expand- A Frame of Waves 2
Batman: Arkham Knight Rocksteady UE3 2015
Expand- Unmasking Arkham Knight
Deus Ex: Human Revolution Eidos-Montréal Crystal 2011
Expand- Graphics Study
- GDC 2012
- Reimagining a Classic: The Design
- Building the Story-driven Experience
- Game Art Tricks: Alpha Terrain
Supreme Commander Gas Powered Games Internal 2007
Expand- Supreme Commander Graphics Study
- Wiki of Height Map
- GameSpot's article
Diablo 3 Blizzard Albany, Team 3 Internal 2012
Expand- Game Art Tricks
- Game Art Tricks
- Game Art Tricks
- Game Art Tricks
Fallout 3 Bethesda Game Studios Gamebryo 2008
Expand- Game Art Tricks
Fallout 4 Bethesda Game Studios Creation Engine 2015
Expand- Game Art Tricks
- Game Art Tricks
Digital Combat Simulator Eagle Dynamics Internal 2008
Expand- DCS Frame Analysis
COD: Advanced Warfare Sledgehammer Games Internal 2014
Expand- Next Generation Post Processing
Jedi: Fallen Order Respawn UE4 2019
Expand- Analysis of Water Effects
Divinity: Original Sin 2 Larian Studios Divinity Engine 2017
Expand- Divine Fire: A deep dive into the VFX
Star Wars Battlefront II EA DICE, Criterion Games, Motive Studios Frostbite 2017
Expand- Battlefront II Layered Explosion
- Precomputed Global Illumination in Frostbite
Mafia II 2K Czech Internal 2010
Expand- Hat vs Hair
Zelda: Breath of the Wild Nintendo Internal 2017
Expand- The Bling-Bling Offset
Assassin’s Creed: Black Flag Ubisoft Montreal AnvilNext 2013
Expand- Black Flag Waterplane
- GameDev's Tech Talk
- FxGuide's Article
- Gamer Nexus's Graphics Analysis
- Tech Demo
Alien Isolation Creative Assembly Custom 2014
Expand- Alien vs Wolfenstein: Cutting Torch
- Inside Alien Isolation Graphics
- High Tech Fear: Alien Isolation
Wolfenstein: The New Order MachineGames id Tech 5 2014
Expand- Alien vs Wolfenstein: Cutting Torch
RIME Tequila Works UE4 2017
Expand- Stylized VFX in RIME
Dark Maus Daniel Wright Internal 2016
Expand- Dark Maus: Topdown Trees
Diablo 2 Blizzard North Internal 2000
Expand- Don't Starve & Diablo Parallax
Don't Starve Klei Entertainment Custom 2013
Expand- Don't Starve & Diablo Parallax
Tomb Raider 9 (Tomb Raider) Crystal Dynamics Crystal 2013
Expand- Tomb Raider Lara's Hot Secrets
TES: Oblivion Bethesda Game Studios Gamebryo 2006
Expand- Oblivion Territory Tree vs Palm
Enemy Territory: Quake Wars Splash Damage id Tech 4 2007
Expand- Oblivion Territory Tree vs Palm
Company of Heroes Relic Entertainment Essence Engine 2006
Expand- Company of Heroes Flamethrower
- Company of Heroes Shaded Smoke
Binding of Isaac Edmund McMillen, Florian Himsl Flash 2011
Expand- Binding of Isaac Composition
1nsane Invictus Games Internal 2000
Expand- 1nsane Carpet 2 Repetitive Worlds
Starcraft 2 Blizzard Entertainment SC2 Engine 2010
Expand- Starcraft 2 Localization
Bioshock 2K Boston, 2K Australia UE2.5 2007
Expand- Bioshock Glossiness
- The Cutting Room Floor
007 Legends : Moonraker Eurocom UE3 2012
Expand- 007 Legends The World
Dead Space 3 Visceral Games Frostbite 3 2013
Expand- Dead Space 3 Diffuse Reflections
Metal Gear Rising Platinum qGames Internal 2013
Expand- Metal Gear Rising Slicing
Assassins Creed 3 Ubisoft Montreal AnvilNext 2012
Expand- Assassins Creed 3 Bouncing Light
- Assassins Creed 3 LOD Blending
- Rendering Assassin's Creed III
Mirror Edge DICE UE3 2008
Expand- Henrikgdc09 Compat
The Last of Us Naughty Dog Internal 2013
Expand- Lighting Technology of The Last Of Us
- GDC 14: A Context-Aware Character Dialog System
- The Motion Capture Pipeline of The Last of Us
- Parallelizing the Naughty Dog Engine Using Fibers
Sacred 2 Ascaron Internal 2008
Expand- Burning Map Effect in Sacred 2
- Pulse Shader in Sacred 2
- Crystal Reflection in Sacred 2
- Sacred 2 Fake Mirror
Kid Icarus Nintendo R&D1 Internal 1986
Expand- Kid Icarus Tricks
Deus Ex Ion Storm UE1 2000
Expand- Deus Ex Scanlines
- Deus Ex Occlusion
Divine Divinity Larian Studios Internal 2002
Expand- Divine Divinity 2D Reflexion
Warcraft 3 Blizzard Internal 2002
Expand- Warcraft 3 Billboards
World of Warcraft Blizzard Internal 2004
Expand- World of Warcraft Balloon
Battlefield 2 DICE Refraction Engine 2005
Expand- Battlefield 2 Flag Sound
Battlefield Bad Company 2 DICE Frostbite 1.5 2010
Expand- Battlefield Bad Company 2 Smoke Column
Left 4 Dead 2 Valve Corporation Source 2009
Expand- Left 4 Dead 2 Puke
God of War Ragnarok Santa Monica Studio Internal 2022
Expand- 'God of War Ragnarok's' Visual Scripting Solution
- Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'
- Rendering ‘God of War Ragnarök’
- Real-Time Neural Texture Upsampling in ‘God of War Ragnarök’
Knockout City Velan Studios Internal 2021
Expand- Knockout City's Parallel Play
Final Fantasy VII Remake Square Enix Internal 2020
Expand- Final Fantasy VII Remake
- Final Fantasy VII Remake
- 'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future
Call of Duty: Modern Warfare Infinity Ward IW engine 2019
Expand- Handling Network Latency Variation in Call of Duty: Modern Warfare
- Handling Network Latency Variation in Call of Duty: Modern Warfare
Shadows of the Tomb Raider Eidos-Montréal Foundation engine 2018
Expand- Shadows of the Tomb Raider
Middle-earth: Shadow of War Monolith Lithtech 2017
Expand- Middle-earth: Shadow of War
Gears of War 4 The Coalition UE4 2016
Expand- Gears of War 4
Adventure Capitalist Hyper Hippo Unity 2014
Expand- Adventure Capitalist Postmortem or
Assassin's Creed Syndicate Ubisoft Quebec AnvilNext 2 2015
Expand- Assassin's Creed Syndicate: London Wasn't Built in a Day
- Assassin's Creed Syndicate: A Technical Postmortem
- What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate
Kingdom Come: Deliverance Warhorse Studios CryEngine 2018
Expand- Adaptive Clothing System in Kingdom Come: Deliverance
Far Cry 4 Ubisoft Montreal Dunia Engine 2 2014
Expand- Adaptive Virtual Texture Rendering
- Rendering the World of Far Cry 4
- Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline
Hitman: Absolution IO Interactive Glacier 2 2012
Expand- Creating the AI for the Characters of Hitman: Absolution
CityVille Zynga Flash 2010
Expand- CityVille: Lessons Learned & Tools Used
Ghost Recon Future Soldier Ubisoft Paris Internal 2012
Expand- A Different Approach for Continuous Physics in Ghost Recon Future Soldier
League of Legends Riot Games Internal 2009
Expand- Building the Chat Service for League of Legends
- League of Legends: Scaling to Millions of Summoners
Crysis Crytek CryEngine 2007
Expand- Crysis Next Gen Effects
- Crysis and DX10
- The Crysis of Audio
Crysis 2 Crytek CryEngine 3 2011
Expand- Crysis 2 Multiplayer: A Programmer's Postmortem
Crysis 3 Crytek CryEngine 2013
Expand- Crafting the world of Crysis
- Shining the Light on Crysis 3
Far Cry Crytek Cry Engine 2004
Expand- Far Cry and DX9
Dead Rising 2 Capcom Vancouver MT Framework 2010
Expand- 1000s of Zombies, 1000s of Problems, 1000s of Dollars
Two Worlds II Reality Pump GRACE 2 2010
Expand- Advanced Material
Skate 3 EA Black Box RenderWare 2010
Expand- Building Game UI with Scaleform
Forza Motorsport 3 Turn 10 Studios ForzaTech 2009
Expand- Forza Motorsport 3 Audio Design
Velvet Assassin Replay Studios UE3 2009
Expand- Building a Dynamic Lighting Engine
Horizon Forbidden West Guerrilla Decima 2022
Expand- Architecting Jolt Physics For Horizon Forbidden West
- Adventures With Deferred Texturing
- Building Machines For A Better Future In Horizon
- Space-Efficient Content Packaging
- Scaling Tools For Millions of Assets
- Creating The Many Faces of Horizon Forbidden West
- CEDEC 2019 - Making Tools for Big Games
- SIGGRAPH 2022 Real-Time Live
- The Cinematics of 'Horizon Forbidden West'
- Building Machines for a Better Future in 'Horizon'
- Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'
S.T.A.L.K.E.R. GSC Game World X-Ray Engine 2007
Expand- GPU Gems2: Chapter 9
The Quarry Supermassive Games UE4 2022
Expand- Case Study: Creating Realistic Facial Motion for 'The Quarry'
Ghost of Tsushima Sucker Punch Internal 2020
Expand- Blowing from the West: Simulating Wind in 'Ghost of Tsushima'
- Exploration in 'Ghost of Tsushima': Letting the Island Guide You
- Procedural Grass in 'Ghost of Tsushima'
- Master of the Katana: Melee Combat in 'Ghost of Tsushima'
- Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'
- Zen of Streaming: Building and Loading 'Ghost of Tsushima'
Forza Horizon 5 Playground Games ForzaTech 2021
Expand- How Parameters Drive the Particle Effects of 'Forza Horizon 5'
Returnal Housemarque UE4 2021
Expand- Can We Do It with Particles?: VFX Learnings from 'Returnal'
EVE Online CCP Games Trinity 2003
Expand- Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC
Ratchet and Clank: Rift Apart Insomniac Games Internal 2021
Expand- Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'
- DF Blog
Far Cry 6 Ubisoft Toronto Dunia Engine 2021
Expand- Simulating Tropical Weather in 'Far Cry 6'
Dreamscaper Afterburner Studios Unity 2021
Expand- Dreamscaper: Killer Combat on an Indie Budget
Wild Rift Riot Games Internal 2020
Expand- The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
FIFA 22 EA Vancouver, EA Romania Frostbite 3 2021
Expand- 'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology
Caves of Qud Freehold Games Unity 2015
Expand- Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
- End-to-End Procedural Generation in Caves of Qud
Spelunky 2 Mossmouth, BlitWorks Internal 2020
Expand- Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'
Battleborn Gearbox Software UE3 2016
Expand- The VFX Process Behind 'Battleborn'
Days Gone Bend Studio UE4 2019
Expand- Squad Coordination in 'Days Gone'
Blade & Soul NCSOFT UE3 2012
Expand- Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'
Marvel's Spider-Man: Miles Morales Insomniac Games Internal 2020
Expand- An Explosive New Spider-Man: Creating VFX for Miles Morales
- Real-Time Cloth Solutions on 'Marvel's Spider-Man'
FAITH Airdorf Games Unity 2017
Expand- MORTIS 101: 'FAITH's' Horror Design Toolkit
The Walking Dead: Our World Next Games Unity 2018
Expand- Social Depth of Location-Based Play in 'The Walking Dead: Our World'
Sea of Solitude Jo-Mei Games Unity 2019
Expand- Paint It Black: The Art of 'Sea of Solitude'
Just Cause 4 Avalanche Studios Apex 2018
Expand- Building a Mixing Sandbox for 'Just Cause 4'
- Vehicle Physics and Tire Dynamics in Just Cause 4
Untitled Goose Game House House Unity 2019
Expand- Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
Sea of Thieves Rare UE4 2018
Expand- Automated Testing of Gameplay Features in 'Sea of Thieves'
Tetris Effect Monstars Inc. and Resonair UE4 2018
Expand- Making 'Tetris Effect'-ive
The Last of Us: Part II Naughty Dog Internal 2020
Expand- Crafting an Interactive Guitar
The Jackbox Party Pack Jackbox Games Internal 2014
Expand- The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year
Battlefield V DICE Frostbite 2018
Expand- AI for Testing: The Development of Bots that Play Battlefield V
- It Just Works: Ray-Traced Reflections in Battlefield V
Marvel's Spider-Man Insomniac Games Internal 2018
Expand- Marvel's Spider-Man: Procedural Lighting Tools
- Marvel's Spider-Man AI Postmortem
- Marvel's Spider-Man: A Technical Postmortem
Frostpunk 11 bit studios Liquid Engine 2018
Expand- Content Fueled Gameplay Programming in Frostpunk
Astro Bot Rescue Mission SIE Japan Studio Internal 2018
Expand- Taming Technologies Behind Astro Bot Rescue Mission
Assassin's Creed Odyssey Ubisoft Quebec AnvilNext 2.0 2018
Expand- Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
Mafia III Hangar 13 Illusion 2016
Expand- Triage on the Front Line: Improving Mafia III AI in a Live Product
Assassin's Creed: Origins Ubisoft Montreal AnvilNext 2.0 2017
Expand- Virtual Insanity: Meta AI on Assassin's Creed: Origins
Assassin's Creed Unity Ubisoft Montreal AnvilNext 2.0 2014
Expand- Massive Crowd on Assassin's Creed Unity: AI Recycling
- Developing Systemic Crowd Events in Assassin's Creed Unity
- SIGGRAPH 2015
Detroit: Become Human Quantic Dream Internal 2018
Expand- The Lighting Technology of Detroit: Become Human
Titanfall Respawn Entertainment Source 2014
Expand- Extreme SIMD: Optimized Collision Detection in Titanfall
Counter-Strike: Global Offensive Valve Corporation, Hidden Path Entertainment Source 2012
Expand- Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive
Tom Clancy's The Division 2 Massive Entertainment Snowdrop 2019
Expand- Game Server Performance on Tom Clancy's The Division 2
World of Tanks: Mercenaries Wargaming BigWorld 2010
Expand- Bringing Replays to World of Tanks: Mercenaries
Battlefield 1 DICE Frostbite 3 2017
Expand- 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Mass Effect Andromeda BioWare Frostbite 3 2017
Expand- 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Final Fantasy XV Square Enix Business Division 2 Luminous Studio 2016
Expand- Eos is Alive: The AI Systems of Final Fantasy XV
- Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV
Call of Duty Infinity Ward, Treyarch, Sledgehammer Games, Raven Software IW engine, Treyarch NGL 2003
Expand- Automated Testing and Profiling for Call of Duty
Horizon: Zero Dawn Guerrilla Games Decima 2017
Expand- GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn
- Horizon Zero Dawn: A QA Open World Case Study
- Creating a Tools Pipeline for Horizon: Zero Dawn
- Streaming the World of Horizon Zero Dawn
- Nubis: RealTime Volumetric Cloudscapes In A Nutshell
- Horizon Zero Dawn: A Game Design Postmortem
- Creating New AI Systems
- Decima Engine: Visibility
Far Cry 5 Ubisoft Montreal Dunia Engine 2018
Expand- Water Rendering in Far Cry 5
Far Cry Primal Ubisoft Toronto Dunia Engine 2016
Expand- Character Pipeline and Customization System for Far Cry Primal
Watch Dogs 2 Ubisoft Montreal Disrupt 2016
Expand- Replicating Chaos: Vehicle Replication in Watch Dogs 2
- Hacking into the Combat AI of Watch Dogs 2
- Helping It All Emerge: Managing Crowd AI in Watch Dogs 2
For Honor Ubisoft Montreal AnvilNext 2.0 2017
Expand- Deterministic vs. Replicated AI: Building the Battlefield of For Honor
- Data-Driven Dynamic Gameplay Effects on For Honor
Halo 5: Guardians 343 Industries Halo engine 2015
Expand- Geometry Caching Optimizations in Halo 5: Guardians
Titanfall 2 Respawn Entertainment Source 2016
Expand- Efficient Texture Streaming in Titanfall 2
Prismata Lunarch Studios Internal 2018
Expand- Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata
God of War Santa Monica Studio Proprietary 2018
Expand- Raising Atreus for Battle in God of War
Panzer Dragoon Series Team Andromeda Internal 1995
Expand- Classic Game Postmortem
Just Cause 3 Avalanche Studios Avalanche Engine 2015
Expand- Tree's Company: Systemic AI Design in Just Cause 3
Mortal Kombat NetherRealm Studios UE3 2011
Expand- 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Injustice 2 NetherRealm Studios UE3 2017
Expand- 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Uncharted 4 Naughty Dog Naughty Dog Engine 2016
Expand- The Science of Off-Roading: Uncharted 4's 4x4
Dishonored 2 Arkane Studios Void Engine 2016
Expand- Taking Back What's Ours: The AI of Dishonored 2
Assassin's Creed Brotherhood Ubisoft Montreal Anvil 2010
Expand- AI & Animation in Assassin's Creed Brotherhood
Halo: Reach Bungie Halo Engine 2010
Expand- I Shot You First: Networking the Gameplay of Halo: Reach
Skylanders Toys for Bob Internal 2011
Expand- Supercharged! Vehicle Physics in Skylanders
Rocket League Psyonix UE3 2015
Expand- Rocket League: Language Ban System Postmortem
- It IS Rocket Science! The Physics of Rocket League Detailed
- 'Rocket League': Scaling for Free to Play
Destiny Bungie Tiger Engine 2014
Expand- Tools-Based Rigging in Bungie's Destiny
- Shared World Shooter: Destiny's Networked Mission Architecture
Tom Clancy's The Division Massive Entertainment Snowdrop 2016
Expand- Global Illumination in Tom Clancy's The Division
- Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division
- Tom Clancy's The Division: AI Behavior Editing and Debugging
Metal Gear Solid Ground Zeroes Kojima Productions Fox Engine 2014
Expand- Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)
The Flame in The Flood The Molasses Flood UE4 2016
Expand- Forging The River in The Flame in The Flood
INSIDE Playdead Unity 2016
Expand- Temporal Reprojection Anti-Aliasing in INSIDE
- Low Complexity, High Fidelity: The Rendering of INSIDE
Rainbow Six Siege Ubisoft Montreal AnvilNext 2.0 2015
Expand- Rendering Rainbow Six Siege
Splinter Cell: Blacklist Ubisoft Toronto UE2.5 2013
Expand- Modeling AI Perception and Awareness in Splinter Cell: Blacklist
FIFA EA Vancouver Frostbite N/A
Expand- How FIFA Delivers Live Content to Users Fast
Journey Thatgamecompany PhyreEngine 2012
Expand- Sand Rendering in Journey
Forza Motorsport 5 Turn 10 Studios ForzaTech 2013
Expand- Capturing Reality: Gathering Reference for Forza Motorsport 5
Halo Bungie, 343 Industries Slipspace Engine 2001
Expand- Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
The Elder Scrolls Online ZeniMax Online Studios Havok 2014
Expand- Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline
Rainbow Six: Siege Ubisoft Montreal AnvilNext 2.0 2015
Expand- The Art of Destruction in Rainbow Six: Siege
Dragon Age BioWare Frostbite 3 2009
Expand- Connecting Players and Franchise Across Console Generations in the Dragon Age Keep
Stellaris Paradox Development Studio Clausewitz Engine 2016
Expand- Creating Complex AI Behavior in Stellaris Through Data-Driven Design
Total War: Warhammer Creative Assembly Warscape 2016
Expand- Siege Battle AI in Total War: Warhammer
Killer Instinct Rare, Double Helix Games, Iron Galaxy Studios, Dlala Studios HexEngine 2013
Expand- Designing AI for Killer Instinct
Dragon Age Inquisition BioWare Frostbite 3 2014
Expand- Getting Inquisitive About the AI of Dragon Age Inquisition
No Man's Sky Hello Games Internal 2016
Expand- Continuous World Generation in No Man's Sky
- Building Worlds in No Man's Sky Using Math(s)
Halo Wars Ensemble Studios, 343 Industries, Creative Assembly Havok 2009
Expand- The Terrain of Halo Wars
Below Capybara Games Internal 2018
Expand- The Rendering of Below
Eve Online CCP Games Trinity 2003
Expand- The Benefits and Challenges of Supporting Third-Party Developers in Eve Online
Night in the Woods Infinite Fall Unity 2017
Expand- Making Night in the Woods Better with Open Source
Call of Duty: Black Ops III Treyarch IW engine 2015
Expand- Fighting Latency on Call of Duty: Black Ops III
ALAN WAKE Remedy Northlight 2010
Expand- ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
Final Fantasy 13 Square Enix Crystal Tools 2009
Expand- Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
Final Fantasy 16 Square Enix Internal 2023
Expand- Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
- The DF Tech Review
F1 2023 Codemasters EGO 2023
Expand- PS5 vs Xbox Series X/S vs PC – Ray Tracing
Company of Heroes 3 Relic Entertainment Essence Engine 4.0 2023
Expand- Company of Heroes 3 - From PC to Consoles
Resident Evil 4 Re Capcom RE Engine 2023
Expand- DF Tech Review
Half-Life Valve GoldSrc 1998
Expand- A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!
Horizon: Call of the Mountain Guerrilla Decima 2023
Expand- Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown
GoldenEye 007 Rare Internal 1997
Expand- DF Retro EX
Dead Space Remake Motive Studios Frostbite 2023
Expand- DF Tech Review
Forspoken Luminous Productions Luminous Engine 2022
Expand- DF Tech Review
Hi-Fi Rush Tango Gameworks UE4 2023
Expand- DF Tech Review
Shadow of the Colossus Remake Bluepoint Internal 2018
Expand- DF Tech Complete Analysis
- DF Tech Interview
- DF's Article
- Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
Dyson Sphere Program Youthcat Studio Unity 2021
Expand- birth-of-dyson-sphere
- dyson-sphere-devlog-2
- dyson-sphere-devlog-3
- dyson-sphere-devlog-4
Splatoon 2 Nintendo Internal 2017
Expand- Datamining New Splatoon 2 Maps
- Ranking System Analysis
- Netcode and Matchmaking
- How Does the Region Lock Work
- The Mechanics of Clam Blitz
Super Mario Maker 2 Nintendo Internal 2019
Expand- What Cause Lag in Super Mario Maker 2’s Online

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