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awesome-gdc17.md

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GDC 2017

  • These are all presentations I participated / missed.
  • Some of them should be available on GDC Vault later (actually I'll use this list as a 'watchlist' by that time).
  • Pull-requests are welcome.
. Category Title Note
Production Creating 'League of Legends' Champions: Our Production Framework Revealed
Design Change and Constant: Breaking Conventions with 'The Legend of Zelda: Breath of the Wild' Nintendo
Workflow The Data Building Pipeline of 'Overwatch' (pdf) Blizzard
. Workflow Creating a Tools Pipeline for 'Horizon: Zero Dawn'
Graphics/Arch FrameGraph: Extensible Rendering Architecture in Frostbite (pdf)
Graphics/FX Technical Art Techniques of Naughty Dog: Vertex Shaders and Beyond
. Graphics/DX12 D3D12 Performance Tuning and Debugging with PIX and GPU Validation Microsoft
. Graphics/DX12 DirectX 12 Case Studies nVidia
. Graphics/DX12 Threading Your Way Through Tricks&Traps of Making a DX12 Sequel to HaloWars Intel
. Graphics/GPU GPU-Based Run-Time Procedural Placement in 'Horizo: Zero Drawn'
. Graphics The Future of Real-Time Lighting: A Panel ARM
. Graphics Surviving Apocalypse on Mainstream Graphics Optimizing DayZ using IntelGPA Intel
. Graphics Geometry Caching Optimizations Epic Games
. Graphics Texture Streaming in Titanfall 2
. Graphics The Rendering of 'Below': Low Complexity, High Density Detail
Gameplay/Net 'Overwatch' Gameplay Architecture and Netcode Blizzard
Gameplay/Net Networking Scripted Weapons and Abilities in 'Overwatch' Blizzard
. Gameplay Modify Everything! Data-Driven Dynamic Gameplay Effects on 'For Honor'
. AI Creating Complex AI Behavior in 'Stellaris' Through Data Driven Design (pdf)
. AI Deterministic vs. Replicated AI: Building the Battlefield of 'For Honor' Ubisoft
. UI Data Binding Architectures for Rapid UI Creation in Unity Unity
. UI Lessons Learned Creating UI for 'The Division'
. VR Full Speed Flying in VR! The R&D Behind Eagle Flight Autodesk
. AR Creation of Planet-Scale Shared Augmented Realities: 'Pokemon GO' and 'Ingress'
. Art Bring High Quality Effects for Mobile and PC Games NetEase
. Art Low Poly Modeling: Style Through Economy
. Blockchain Embracing Disruption: What Blockchains Mean for the Game Industry
. . Continuous World Generation in 'No Man's Sky' Hello Games
. . Building Worlds Using Math(s) Hello Games
. . Building a Scalable AAA Game Engine Amazon Lumberyard
. . How GitHub Works with Unity GitHub
. . Shipping with Unity: Improving the Last Mile Unity
. . The Future of Rendering in Unity Unity
. . Simple and Powerful Animation Compression (pdf)

Vulkan

. Category Title Note
When Vulkan was One: Looking Back, Looking Ahead Khronos
Vulkan Game Development on Mobile Khronos
Vulkan on Desktop Deep Dive Khronos
Get the Most from Vulkan in Unity with Practical Examples from Infinite Dreams ARM
NVIDIA Vulkan Update NVIDIA

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