- 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 |
Aggregates
-
{知乎专栏 - 黑客与画家} GDC 2017 slides - NVIDIA
-
{知乎专栏 - 黑客与画家} GDC 2017 slides - AMD
-
{知乎专栏 - Thanks for All the Fish} [笔记] GDC2017
Appended
- GDC Vault - Practical Procedural Generation for Everyone