OTFCG/Awesome-Game-Analysis

a comprehensive collection of video game tech analysis resources

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updated Apr 19, 2026

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README

Awesome Game Analysis Awesome

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
Expand• Unreal Engine 5 Demo
Grand Theft Auto VIRockstar GamesRAGE2026
Expand• Grand Theft Auto 6 Trailer 2 Tech Breakdown
Death Stranding 2Kojima ProductionsDecima2025
Expand• Death Stranding 2 tech review: one of the best-looking games of this console generation
Clair Obscur: Expedition 33Sandfall InteractiveUE52025
Expand• Nanite Virtual Geometry Workflow
Assassin's Creed ShadowsUbisoftAnvil Engine2025
Expand• Inside the technologically revamped Anvil Engine
• How Ubisoft Brought Feudal Japan to Life: Rendering 'Assassin's Creed Shadows' with Nicolas Lopez
• Anvil Rendering Architecture
Oblivion RemasteredBethesda Game StudiosUE52025
Expand• Nanite vs Traditional LOD System Comparison
Doom: The Dark Agesid Softwareid Tech 82025
Expand• Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
AvowedObsidianUE52025
Expand• [Avowed: A GPU Technical Retrospective
Tempest RisingSlipgate IronworksUE52025
Expand• Modern RTS Rendering Techniques in Unreal Engine 5
• Procedural Destruction System White Paper
Monster Hunter WildsCapcomRE Engine2025
Expand• Is Rendering Still Evolving?
• New Rendering Features Rundown
• RE ENGINE Meshlet Rendering Pipeline
Elden Ring: NightreignFromSoftwareProprietary2025
Expand• Multiplayer Spin-Off Technical Limitations Analysis
Delta ForceTiMi J3 StudioUnreal2025
Expand• 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)
• 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)
Warhammer 40000: Space Marine 2Saber InteractiveInternal2024
Expand• Geometry rendering and shaders infrastructure
Indiana Jones and the Great CircleMachineGamesid Tech 72024
Expand• Inside Indiana Jones and the Great Circle: The Ray Tracing Breakdown
• Eurogamer tech review
• Gaming Bolt graphcis analysis
• Ray Traced Global Illumination Breakdown
• Texture Streaming System Analysis
• Path Tracing Architecture & Denoising Solutions
• Dynamic Acceleration Structure Management
• Pushing 60hz. Shipping Indiana Jones and The Great Circle
• Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
Dragon Age: The VeilguardBioWareFrostbite2024
Expand• GI, RT, Character Creator and other systems
Senua's Saga: Hellblade IINinja TheoryUE52024
Expand• Nanite Virtualized Geometry Optimization Patterns
• Volumetric Fog & Cloud System Technical White Paper
Dragon's Dogma 2CapcomRE Engine2024
Expand• RTGI Implementation in Open World RPG
• NPC Behavior Tree Optimization
• RE ENGINE Meshlet Rendering Pipeline
Avatar: Frontiers of PandoraUbisoft MassiveSnowdrop2024
Expand• Ray Traced Global Illumination Pipeline Deep Dive
• Procedural Ecosystem Generation Technical Blog
Star Wars OutlawsUbisoft MassiveSnowdrop2024
Expand• Physicalized Audio System Technical Breakdown
• Ray Traced Reflections in Desert Environments
Path of the GoddessCapcomRE Engine2024
Expand• Procedural Vegetation Interaction System
• RE Engine 10: Next-Gen Material Pipeline
STALKER 2GSC Game WorldUE52024
Expand• Technical Breakdown
• Eurogamer Digital Foundry Tech Review
Metaphor: ReFantazioStudio ZeroInternal2024
Expand• Performance and frame analysis - Metaphor ReFantazio
• FSR 3 Frame Generation Integration
GRANBLUE FANTASY: RelinkOsaka CygamesPlatinumGames Engine2024
Expand• 『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
• 『GRANBLUE FANTASY_ Relink』角色渲染环节技术分享
黑暗之潮掌趣Unity2024
Expand• [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
• 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
Alan Wake 2RemedyNorthlight2023
Expand• Modernizing geometry rendering in Alan Wake 2
• How Northlight makes Alan Wake 2 shine
• Developing Northlight: OpenUSD content workflows
• Northlight in 2023
• A Deep Dive into Path Tracing Technology
• GPU driven Rendering with Mesh Shaders in Alan Wake 2
• Procedural Damage System for Live Content
StarfieldBethesdaCreation Engine 22023
Expand• DF Tech Review
• Gaming Bolt Graphics Analysis
• A Reddit user's tech analysis
• Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX
Hifi RushTango GameworksUE42023
Expand• 3D Toon Rendering in 'Hi-Fi RUSH'
• DF Tech Review
• CGWorldJP: Character, motion, and effects edition
• CGWorldJP: Background/Lighting
Diablo 4Blizzard Albany, Team 3Internal2023
Expand• Behind the Pretty Frames
• Peeling Back The Varnish: The Graphics Of Diablo IV
• Developers talk ray tracing
• Ray Tracing in Diablo IV
Ys X: NordicsNihon FalcomInternal2023
Expand• PC Optimization Journey
Final Fantasy 16Square EnixInternal2023
Expand• Shadow Techniques from Final Fantasy XVI
• Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
• The DF Tech Review
• GamingBolt Tech Analysis
F1 2023CodemastersEGO2023
Expand• PS5 vs Xbox Series X/S vs PC – Ray Tracing
Company of Heroes 3Relic EntertainmentEssence Engine 4.02023
Expand• Company of Heroes 3 - From PC to Consoles
Resident Evil 4 ReCapcomRE Engine2023
Expand• DF Tech Review
Horizon: Call of the MountainGuerrillaDecima2023
Expand• Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown
Dead Space RemakeMotive StudiosFrostbite2023
Expand• DF Tech Review
Remnant2Gunfire GamesUE52023
Expand• Remnant 2 review – a war across worlds
Baldur's Gate 3Larian Studios, ElverilsDivinity 4.02023
Expand• DF Tech Review - Graphics Analysis + Optimised Settings
Immortals of AveumAscendant StudiosUE52023
Expand• IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE
• Nanite Virtual Shadow Maps Analysis
Overwatch 2Blizzard EntertainmentInternal2022
Expand• Evolving Global Illumination in Overwatch 2
Elden RingFromSoftwareInternal2022
Expand• Behind the Pretty Frames
• 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
• DF Tech Analysis about Elden Ring's RT upgrade
• The Elden Ring tech report
Pokémon Scarlet/VioletGame FreakInternal2022
Expand• 【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
Pokémon ArceusGame FreakInternal2022
Expand• 【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
God of War RagnarokSanta Monica StudioInternal2022
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'
• A Deep Dive Into God of War Ragnarök's User Interface
• Maya as Editor: The game development approach of Santa Monica Studio
Horizon Forbidden WestGuerrillaDecima2022
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'
• Cross-Gen Rendering Strategies: PS4 to PS5 Pro
• PC Port Optimization vs Console Baseline
• PSSR vs FSR 3 Upscaling Comparison
• Volumetric Cloud System Breakdown
The QuarrySupermassive GamesUE42022
Expand• Case Study: Creating Realistic Facial Motion for 'The Quarry'
ForspokenLuminous ProductionsLuminous Engine2022
Expand• DF Tech Review
Warhammer 40,000: DarktideFatsharkInternal2022
Expand• How FatShark constructed their central asset pipeline with Simplygon
Xenoblade Chronicles 3Monolith SoftInternal2022
Expand• DF Tech Review
• 「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】
Gran Turismo 7Polyphony DigitalInternal2022
Expand• Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation
The Callisto ProtocolStriking Distance StudiosUE42022
Expand• SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx
The GunkImage & Form GamesUE42021
Expand• Raymarching The Gunk
Halo Infinite343 IndustriesSlipspace2021
Expand• One Frame in 'Halo Infinite'
Diablo 2 ResurrectedBlizzard, Vicarious VisionsInternal2021
Expand• DF Tech Analysis
• An Overview of the 'Diablo II: Resurrected' Renderer
Knockout CityVelan StudiosInternal2021
Expand• Knockout City's Parallel Play
Forza Horizon 5Playground GamesForzaTech2021
Expand• How Parameters Drive the Particle Effects of 'Forza Horizon 5'
• PS5 Pro Enhancements: Foliage Density and Ray Tracing
ReturnalHousemarqueUE42021
Expand• Can We Do It with Particles?: VFX Learnings from 'Returnal'
• Particle System and Volumetric Lighting Deep Dive
• PSSR Upscaling Implementation Analysis
• VRS and Mesh Shading Utilization
Ratchet and Clank: Rift ApartInsomniac GamesInternal2021
Expand• Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'
• DF Blog
Far Cry 6Ubisoft TorontoDunia Engine2021
Expand• Simulating Tropical Weather in 'Far Cry 6'
• GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6
DreamscaperAfterburner StudiosUE42021
Expand• Dreamscaper: Killer Combat on an Indie Budget
FIFA 22EA Vancouver, EA RomaniaFrostbite 32021
Expand• 'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology
Dyson Sphere ProgramYouthcat StudioUnity2021
Expand• birth-of-dyson-sphere
• dyson-sphere-devlog-2
• dyson-sphere-devlog-3
• dyson-sphere-devlog-4
Cyberpunk 2077CD Projekt RedREDengine 42020
Expand• Hallucinations re: the rendering of Cyberpunk 2077
• Hang Zhang's Blog
• Shader Execution Reordering
• Tech Focus: Cyberpunk 2077 RT Overdrive
• Overdrive Technology Preview on RTX 4090
• Next-Gen Tech Analysis: Ray Tracing and Night City Density
Doom Eternalid Softwareid Tech 72020
Expand• Simon Coenen's Blog
Mafia: Definitive EditionHangar 13Mafia III engine2020
Expand• The Code Corsair
TeardownTuxedo LabsInternal2020
Expand• Frame Teardown
• Teardown Breakdown
Final Fantasy 7 RemakeSquare EnixUE42020
Expand• 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
• 'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future
• How Square Enix leveraged Unreal Engine to modernize FINAL FANTASY VII REMAKE
Ghost of TsushimaSucker PunchInternal2020
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'
• Samurai Shading in Ghost of Tsushima
Wild RiftRiot GamesInternal2020
Expand• The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
Spelunky 2Mossmouth, BlitWorksInternal2020
Expand• Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'
Marvel's Spider-Man: Miles MoralesInsomniac GamesInternal2020
Expand• An Explosive New Spider-Man: Creating VFX for Miles Morales
• Real-Time Cloth Solutions on 'Marvel's Spider-Man'
• Ray Traced Reflections and Performance Mode Analysis
The Last of Us: Part IINaughty DogInternal2020
Expand• Crafting an Interactive Guitar
• 80lv's Interview
• The Museum Level Design
• The Chalet Level Design
• The Overlook Level Design
• Dialogue Scripting Level Design
• Finding Strings Level Design
• Breathing Life Into 'The Last of Us': Part I and II
NoitaNolla GamesFalling Everything2020
Expand• 80lv's Interview
Dragon Ball Z KakarotCyber Connect 2UE42020
Expand• Thomas @ Stylized Station's Twitter thread
Genshin impactMihoyoUnity2020
Expand• [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
• 《原神》主机版渲染技术要点和解决方案
Death StrandingKojima ProductionsDecima2019
Expand• Behind the Pretty Frames
• 'Death Stranding': An AI Postmortem
• DF Tech Review(PC)
• DF Performance Analysis
• Decima Engine: Advances in Lighting and AA
Resident-evil II ReCapcom Division 1RE Engine2019
Expand• Behind the Pretty Frames
• Anton Schreiner's Blog
Metro Exodus4A Games4A Engine2019
Expand• Resource Management Architecture in 4A Engine
• Anton Schreiner's Blog
• Balázs Török's Blog
• Full Ray Tracing Overhaul Technical Breakdown
ControlRemedyNorthlight Engine2019
Expand• Frame Analysis
• Destructible Environments in Control: Lessons in Procedural Destruction
• Control PC's Stealth Upgrade
Mortal Kombat 11NetherRealm StudiosUE32019
Expand• Frame Analysis
A Plague Tale: InnocenceAsobo StudioInternal2019
Expand• Dissecting A Plague Tale: Innocence
• Gamingbolt Graphics Analysis
Star Wars Jedi: Fallen OrderRespawnUE42019
Expand• Analysis of Water Effects
• Physical Animation in Star Wars Jedi: Fallen Order
Call of Duty: Modern WarfareInfinity WardIW engine2019
Expand• Handling Network Latency Variation in Call of Duty: Modern Warfare
• Handling Network Latency Variation in Call of Duty: Modern Warfare
Gears of War 5The CoalitionUE52019
Expand• The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
Days GoneBend StudioUE42019
Expand• Squad Coordination in Days Gone
• Screen Space Shadows​
Sea of SolitudeJo-Mei GamesUnity2019
Expand• Paint It Black: The Art of 'Sea of Solitude'
Untitled Goose GameHouse HouseUnity2019
Expand• Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
Tom Clancy's The Division 2Massive EntertainmentSnowdrop2019
Expand• Game Server Performance on Tom Clancy's The Division 2
Super Mario Maker 2NintendoInternal2019
Expand• What Cause Lag in Super Mario Maker 2's Online
EpitasisEpitasis GamesUE42019
Expand• 80lv's Interview
God of War 4Santa Monica StudioInternal2018
Expand• God of War Tech Analysis: A New Benchmark for PS4
• PC Port Deep Dive: From Checkerboarding to Native 4K
• Raising Atreus for Battle in God of War
• Behind the Pretty Frames
Red Dead Redemption 2Rockstar San DiegoRAGE2018
Expand• imgeself's Blog
• SIG 2019: Creating the Atmospheric World
• Technical Masterpiece: Breaking Down Rockstar's Open World
Detroit Become HumanQuantic DreamInternal2018
Expand• Behind the Pretty Frames
Jurassic World: EvolutionFrontierCobra2018
Expand• The Code Corsair
Ni no Kuni IILevel-5Internal2018
Expand• Thomas' Blog
Shadows of the Tomb RaiderEidos-MontréalFoundation engine2018
Expand• Shadows of the Tomb Raider
Kingdom Come: DeliveranceWarhorse StudiosCryEngine2018
Expand• Adaptive Clothing System in Kingdom Come: Deliverance
The Walking Dead: Our WorldNext GamesUnity2018
Expand• Social Depth of Location-Based Play in 'The Walking Dead: Our World'
Just Cause 4Avalanche StudiosApex2018
Expand• Building a Mixing Sandbox for 'Just Cause 4'
• Vehicle Physics and Tire Dynamics in Just Cause 4
Sea of ThievesRareUE42018
Expand• Automated Testing of Gameplay Features in 'Sea of Thieves'
Tetris EffectMonstars Inc. and ResonairUE42018
Expand• Making 'Tetris Effect'-ive
Battlefield VDICEFrostbite2018
Expand• AI for Testing: The Development of Bots that Play Battlefield V
• It Just Works: Ray-Traced Reflections in Battlefield V
• REAC 2024 DAY 1 Testing Rendering Code at Frostbite
Marvel's Spider-ManInsomniac GamesInternal2018
Expand• Marvel's Spider-Man: Procedural Lighting Tools
• Marvel's Spider-Man AI Postmortem
• Marvel's Spider-Man: A Technical Postmortem
Frostpunk11 bit studiosLiquid Engine2018
Expand• Content Fueled Gameplay Programming in Frostpunk
Astro Bot Rescue MissionSIE Japan StudioInternal2018
Expand• Taming Technologies Behind Astro Bot Rescue Mission
Assassin's Creed OdysseyUbisoft QuebecAnvilNext 2.02018
Expand• Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
Detroit: Become HumanQuantic DreamInternal2018
Expand• The Lighting Technology of Detroit: Become Human
Far Cry 5Ubisoft MontrealDunia Engine2018
Expand• Water Rendering in Far Cry 5
PrismataLunarch StudiosInternal2018
Expand• Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata
BelowCapybara GamesInternal2018
Expand• The Rendering of Below
Shadow of the Colossus RemakeBluepointInternal2018
Expand• DF Tech Complete Analysis
• DF Tech Interview
• DF's Article
• Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
Octopath TravelerSquare Enix, AcquireUE42018
Expand• DF Tech Analysis
• DF PC vs Switch
• Unreal Fest Europe 2019
Destiny 2BungieTiger Engine2017
Expand• GDC 2018: Physically Inspired Shading in 'Destiny 2'
• Destiny's Multithreaded Rendering Architecture
• GDC 17: Destiny Shader Pipeline
Minecraft (Bedrock)Mojang StudiosRenderDragon2017
Expand• Frame Analysis - RTX
• Microsoft Game Dev
• DF's Minecraft RTX Deep Dive
• GTC 2020
Slime RancherMonomi ParkUnity2017
Expand• A frame of Slime Rancher
Divinity: Original Sin 2Larian StudiosDivinity Engine2017
Expand• Divine Fire: A deep dive into the VFX
Star Wars Battlefront IIEA DICE, Criterion Games, Motive StudiosFrostbite2017
Expand• Battlefront II Layered Explosion
• Precomputed Global Illumination in Frostbite
Zelda: Breath of the WildNintendoInternal2017
Expand• The Bling-Bling Offset
RIMETequila WorksUE42017
Expand• Stylized VFX in RIME
Middle-earth: Shadow of WarMonolithLithtech2017
Expand• Middle-earth: Shadow of War
FAITHAirdorf GamesUnity2017
Expand• MORTIS 101: 'FAITH's' Horror Design Toolkit
Assassin's Creed: OriginsUbisoft MontrealAnvilNext 2.02017
Expand• Virtual Insanity: Meta AI on Assassin's Creed: Origins
Battlefield 1DICEFrostbite 32017
Expand• 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Mass Effect AndromedaBioWareFrostbite 32017
Expand• 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Horizon: Zero DawnGuerrilla GamesDecima2017
Expand• 80lv's Interview
• 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
For HonorUbisoft MontrealAnvilNext 2.02017
Expand• Deterministic vs. Replicated AI: Building the Battlefield of For Honor
• Data-Driven Dynamic Gameplay Effects on For Honor
Injustice 2NetherRealm StudiosUE32017
Expand• 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Night in the WoodsInfinite FallUnity2017
Expand• Making Night in the Woods Better with Open Source
Resident Evil 7CapcomRE Engine2017
Expand• RE Engine Analysis
• Next-Gen Ray Tracing and High Frame-Rate Implementation
Splatoon 2NintendoInternal2017
Expand• Datamining New Splatoon 2 Maps
• Ranking System Analysis
• Netcode and Matchmaking
• How Does the Region Lock Work
• The Mechanics of Clam Blitz
Escape From TarkovBattlestateUnity2017
Expand• Game Tech Overview
Hellblade: Senua's SacrificeNinja TheoryUE42017
Expand• Digital Humans: Crossing the Uncanny Valley in UE4
Doomid Softwareid Tech 62016
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
OverwatchBlizzard, Iron GalaxyInternal2016
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
Shadow Tactics: Blades of the ShogunMimimi ProductionsUnity2016
Expand• Kosmonaut's Blog
The WitnessTheklaInternal2016
Expand• The Witness Frame Part 1
Dark MausDaniel WrightInternal2016
Expand• Dark Maus: Topdown Trees
Gears of War 4The CoalitionUE42016
Expand• GDC Vault Gears of War 4
BattlebornGearbox SoftwareUE32016
Expand• The VFX Process Behind 'Battleborn'
Mafia IIIHangar 13Illusion2016
Expand• Triage on the Front Line: Improving Mafia III AI in a Live Product
Final Fantasy 15Square Enix Business Division 2Luminous Studio2016
Expand• Eos is Alive: The AI Systems of Final Fantasy XV
• Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV
• 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
• 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~
• Rendering Techniques of Final Fantasy XV
• Physics Simulation R&D at Square Enix
• 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~
• 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)
• 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)
• 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~
Far Cry PrimalUbisoft TorontoDunia Engine2016
Expand• Character Pipeline and Customization System for Far Cry Primal
Watch Dogs 2Ubisoft MontrealDisrupt2016
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
Titanfall 2Respawn EntertainmentSource2016
Expand• Efficient Texture Streaming in Titanfall 2
Uncharted 4Naughty DogNaughty Dog Engine2016
Expand• The Science of Off-Roading: Uncharted 4's 4x4
Dishonored 2Arkane StudiosVoid Engine2016
Expand• Taking Back What's Ours: The AI of Dishonored 2
Tom Clancy's The DivisionMassive EntertainmentSnowdrop2016
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
The Flame in The FloodThe Molasses FloodUE42016
Expand• Forging The River in The Flame in The Flood
INSIDEPlaydeadUnity2016
Expand• Temporal Reprojection Anti-Aliasing in INSIDE
• Low Complexity, High Fidelity: The Rendering of INSIDE
StellarisParadox Development StudioClausewitz Engine2016
Expand• Creating Complex AI Behavior in Stellaris Through Data-Driven Design
Total War: WarhammerCreative AssemblyWarscape2016
Expand• Siege Battle AI in Total War: Warhammer
No Man's SkyHello GamesInternal2016
Expand• Continuous World Generation in No Man's Sky
• Building Worlds in No Man's Sky Using Math(s)
Dying LightTechlandChrome Engine 62015
Expand• Deferred rendering in Dying Light
The Witcher 3CD Projekt RedRED Engine 32015
Expand• Mateusz's Blog
• 'Witcher 3' on the Nintendo Switch
Metal Gear Solid VKojima ProductionsFox Engine2015
Expand• Graphics Study
• GDC 13
• DigitalFoundry Tech Analysis
• NVIDIA Performance Guide
Rise of the Tomb RaiderCrystal DynamicsFoundation Engine2015
Expand• The Code Corsair
Yakuza 0Ryu Ga Gotoku StudioDragon Engine2015
Expand• Fixing attempts for Yakuza 0
Waves 2: NotoriousRob "Squid" HaleUE42015
Expand• A Frame of Waves 2
Batman: Arkham KnightRocksteadyUE32015
Expand• Unmasking Arkham Knight
Fallout 4Bethesda Game StudiosCreation Engine2015
Expand• Game Art Tricks
• Game Art Tricks
Assassin's Creed SyndicateUbisoft QuebecAnvilNext 22015
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
Caves of QudFreehold GamesUnity2015
Expand• Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
• End-to-End Procedural Generation in Caves of Qud
Halo 5: Guardians343 IndustriesHalo engine2015
Expand• Geometry Caching Optimizations in Halo 5: Guardians
Just Cause 3Avalanche StudiosAvalanche Engine2015
Expand• Tree's Company: Systemic AI Design in Just Cause 3
Rocket LeaguePsyonixUE32015
Expand• Rocket League: Language Ban System Postmortem
• It IS Rocket Science! The Physics of Rocket League Detailed
• 'Rocket League': Scaling for Free to Play
Rainbow Six SiegeUbisoft MontrealAnvilNext 2.02015
Expand• Rendering Rainbow Six Siege
• The Art of Destruction in Rainbow Six: Siege
Call of Duty: Black Ops IIITreyarchIW engine2015
Expand• Fighting Latency on Call of Duty: Black Ops III
The Order: 1886Ready at DawnReady at Dawn Engine 4.02015
Expand• Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015)
• The Order: 1886 Retrospective + PS5 60fps Gameplay - Made in 2015, Still Stunning Today
• RAD_SIGGRAPH_2015_Character_embed.pptx
Middle-earth: Shadow of MordorMonolith ProductionsLithTech Jupiter EX2014
Expand• The Code Corsair
Castlevania: Lords of Shadow 2MercurySteamMercury2014
Expand• The Code Corsair
COD: Advanced WarfareSledgehammer GamesInternal2014
Expand• Next Generation Post Processing
Alien IsolationCreative AssemblyCustom2014
Expand• Alien vs Wolfenstein: Cutting Torch
• Inside Alien Isolation Graphics
• High Tech Fear: Alien Isolation
Wolfenstein: The New OrderMachineGamesid Tech 52014
Expand• Alien vs Wolfenstein: Cutting Torch
Adventure CapitalistHyper HippoUnity2014
Expand• Adventure Capitalist Postmortem or
Far Cry 4Ubisoft MontrealDunia Engine 22014
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
The Jackbox Party PackJackbox GamesInternal2014
Expand• The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year
Assassin's Creed UnityUbisoft MontrealAnvilNext 2.02014
Expand• Massive Crowd on Assassin's Creed Unity: AI Recycling
• Developing Systemic Crowd Events in Assassin's Creed Unity
• SIGGRAPH 2015
TitanfallRespawn EntertainmentSource2014
Expand• Extreme SIMD: Optimized Collision Detection in Titanfall
DestinyBungieTiger Engine2014
Expand• Tools-Based Rigging in Bungie's Destiny
• Shared World Shooter: Destiny's Networked Mission Architecture
Metal Gear Solid Ground ZeroesKojima ProductionsFox Engine2014
Expand• Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)
The Elder Scrolls OnlineZeniMax Online StudiosHavok2014
Expand• Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline
Dragon Age InquisitionBioWareFrostbite 32014
Expand• Getting Inquisitive About the AI of Dragon Age Inquisition
Yandere SimulatorAlex Mahan (YandereDev)Unity2014
Expand• Yandere Simulator Complete Source Code Analysis - Code Review
GTA 5Rockstar NorthRAGE2013
Expand• Game Art Tricks: Underestimated Glow
• Game Art Tricks: The Wormy Fountain
• Graphics Study
• NVIDIA Performance Guide
Pokémon X/YGame FreakInternal2013
Expand• Game Art Tricks
Assassin's Creed: Black FlagUbisoft MontrealAnvilNext2013
Expand• Black Flag Waterplane
• SSAO with temporal supersampling
• GameDev's Tech Talk
• FxGuide's Article
• Gamer Nexus's Graphics Analysis
• Tech Demo
• GDC 2014: Road to next-gen graphics
• NVIDIA's Graphics & Performance Guide
Don't StarveKlei EntertainmentCustom2013
Expand• Don't Starve & Diablo Parallax
Tomb Raider 9Crystal DynamicsCrystal2013
Expand• Tomb Raider Lara's Hot Secrets
• Hair in Tomb Raider
Bioshock InfiniteIrrational GamesUE32013
Expand• BioShock Infinite Lighting
Dead Space 3Visceral GamesFrostbite 32013
Expand• Dead Space 3 Diffuse Reflections
Metal Gear RisingPlatinum qGamesInternal2013
Expand• Metal Gear Rising Slicing
The Last of UsNaughty DogInternal2013
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
Battlefield 4DICEFrostbite2013
Expand• Rendering Battlefield 4 with Mantle by Yuriy ODonnell
Crysis 3CrytekCryEngine2013
Expand• Crafting the world of Crysis
• Shining the Light on Crysis 3
Splinter Cell: BlacklistUbisoft TorontoUE2.52013
Expand• Modeling AI Perception and Awareness in Splinter Cell: Blacklist
Forza Motorsport 5Turn 10 StudiosForzaTech2013
Expand• Capturing Reality: Gathering Reference for Forza Motorsport 5
Killer InstinctRare, Double Helix Games, Iron Galaxy Studios, Dlala StudiosHexEngine2013
Expand• Designing AI for Killer Instinct
Path of ExileGrinding Gear GamesInternal2013
Expand• Procedural World Generation in Path of Exile
• ExileCon Dev Talk - Creating Game Effects in Path of Exile
Diablo 3Blizzard Albany, Team 3Internal2012
Expand• Game Art Tricks
• Game Art Tricks
• Game Art Tricks
• Game Art Tricks
007 Legends : MoonrakerEurocomUE32012
Expand• 007 Legends The World
Assassins Creed 3Ubisoft MontrealAnvilNext2012
Expand• Assassins Creed 3 Bouncing Light
• Assassins Creed 3 LOD Blending
• Rendering Assassin's Creed III
Hitman: AbsolutionIO InteractiveGlacier 22012
Expand• Creating the AI for the Characters of Hitman: Absolution
Ghost Recon Future SoldierUbisoft ParisInternal2012
Expand• A Different Approach for Continuous Physics in Ghost Recon Future Soldier
Blade & SoulNCSOFTUE32012
Expand• Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'
• Ray Traced Global Illumination Implementation
• Texture Streaming Improvements Analysis
Counter-Strike: Global OffensiveValve Corporation, Hidden Path EntertainmentSource2012
Expand• Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive
• Building the Content that Drives the Counter-Strike: Global Offensive Economy
Final Fantasy Agni's Philosophy (Tech Demo)Square EnixLuminous Studio2012
Expand• Web Page
• Practical Applications of Compute for Simulation in Agni's Philosophy
JourneyThatgamecompanyPhyreEngine2012
Expand• Sand Rendering in Journey
Batman : Arkham CityRocksteady StudiosUE32011
Expand• Froyok's Blog
Deus Ex: Human RevolutionEidos-MontréalCrystal2011
Expand• Graphics Study
• GDC 2012
• Reimagining a Classic: The Design
• Building the Story-driven Experience
• Game Art Tricks: Alpha Terrain
Binding of IsaacEdmund McMillen, Florian HimslFlash2011
Expand• Binding of Isaac Composition
Battlefield 3DICEFrostbite2011
Expand• Culling the Battlefield: Data Oriented Design in Practice
• DirectX 11 Rendering in Battlefield 3
Crysis 2CrytekCryEngine 32011
Expand• Crysis 2 Multiplayer: A Programmer's Postmortem
Mortal KombatNetherRealm StudiosUE32011
Expand• 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
SkylandersToys for BobInternal2011
Expand• Supercharged! Vehicle Physics in Skylanders
Portal 2ValveSource2011
Expand• Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.
• Water Flow in Portal 2.
God of War 3Santa Monica StudioInternal2010
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
Mafia II2K CzechInternal2010
Expand• Hat vs Hair
Starcraft 2Blizzard EntertainmentSC2 Engine2010
Expand• Starcraft 2 Localization
Battlefield Bad Company 2DICEFrostbite 1.52010
Expand• Battlefield Bad Company 2 Smoke Column
CityVilleZyngaFlash2010
Expand• CityVille: Lessons Learned & Tools Used
Dead Rising 2Capcom VancouverMT Framework2010
Expand• 1000s of Zombies, 1000s of Problems, 1000s of Dollars
Two Worlds IIReality PumpGRACE 22010
Expand• Advanced Material
Skate 3EA Black BoxRenderWare2010
Expand• Building Game UI with Scaleform
World of Tanks: MercenariesWargamingBigWorld2010
Expand• Bringing Replays to World of Tanks: Mercenaries
Assassin's Creed BrotherhoodUbisoft MontrealAnvil2010
Expand• AI & Animation in Assassin's Creed Brotherhood
Halo: ReachBungieHalo Engine2010
Expand• I Shot You First: Networking the Gameplay of Halo: Reach
ALAN WAKERemedyNorthlight2010
Expand• ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
Assassin's Creed IIUbisoft MontréalAnvil Engine2009
Expand• Froyok's Blog
Left 4 Dead 2ValveSource2009
Expand• Left 4 Dead 2 Puke
• Rendering Wounds in Left 4 Dead 2
• Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2
League of LegendsRiot GamesInternal2009
Expand• Building the Chat Service for League of Legends
• League of Legends: Scaling to Millions of Summoners
• A Trip Down The LoL Graphics Pipeline
• Performance analysis in esports part 1
Forza Motorsport 3Turn 10 StudiosForzaTech2009
Expand• Forza Motorsport 3 Audio Design
Velvet AssassinReplay StudiosUE32009
Expand• Building a Dynamic Lighting Engine
Dragon AgeBioWareFrostbite 32009
Expand• Connecting Players and Franchise Across Console Generations in the Dragon Age Keep
Halo WarsEnsemble Studios, 343 Industries, Creative AssemblyHavok2009
Expand• The Terrain of Halo Wars
Final Fantasy 13Square EnixCrystal Tools2009
Expand• Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
Fallout 3Bethesda Game StudiosGamebryo2008
Expand• Game Art Tricks
Digital Combat SimulatorEagle DynamicsInternal2008
Expand• DCS Frame Analysis
Mirror's EdgeDICEUE32008
Expand• Henrikgdc09 Compat
• The Unique Lighting of Mirror's Edge
Sacred 2AscaronInternal2008
Expand• Burning Map Effect in Sacred 2
• Pulse Shader in Sacred 2
• Crystal Reflection in Sacred 2
• Sacred 2 Fake Mirror
Battlefield Bad CompanyDICEFrostbite 1.02008
Expand• Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
Left 4 DeadValveSource2008
Expand• The AI Systems of Left 4 Dead
• Replayable Cooperative Game Design: Left 4 Dead
NARUTO: Ultimate Ninja STORMCyber Connect 2Internal2008
Expand• GDC: Cinematic Next-Generation Action NARUTO
Halo 3BungieInternal2007
Expand• Lighting Research at Bungie
Supreme CommanderGas Powered GamesInternal2007
Expand• Supreme Commander Graphics Study
• Wiki of Height Map
• GameSpot's article
Enemy Territory: Quake WarsSplash Damageid Tech 42007
Expand• Oblivion Territory Tree vs Palm
Bioshock2K Boston, 2K AustraliaUE2.52007
Expand• Bioshock Glossiness
• The Cutting Room Floor
CrysisCrytekCryEngine2007
Expand• Crysis Next Gen Effects
• Crysis and DX10
• The Crysis of Audio
S.T.A.L.K.E.R.GSC Game WorldX-Ray Engine2007
Expand• GPU Gems2: Chapter 9
Team Fortress 2ValveSource2007
Expand• Lessons learned porting Team Fortress 2 to Virtual Reality.
• TF2 - From The Orange Box to Free to Play in 'Just' Four Years!
• Stylization With a Purpose: The Illustrative World of Team Fortress 2
• Illustrative Rendering in Team Fortress 2
PortalValveSource2007
Expand• Integrating Narrative and Design: A Portal Post-Mortem
TES: OblivionBethesda Game StudiosGamebryo2006
Expand• Oblivion Territory Tree vs Palm
Company of HeroesRelic EntertainmentEssence Engine2006
Expand• Company of Heroes Flamethrower
• Company of Heroes Shaded Smoke
Lost PlanetSpark Unlimited, Capcom, HexaDriveMT Framework2006
Expand• CEDEC 2007: Capcom on Lost Planet Part I
• CEDEC 2007: Capcom on Lost Planet Part II
• 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!!
Shadow of the ColossusJapan Studio, Team IcoInternal2005
Expand• Froyok's Blog
• DF Retro
Battlefield 2DICEFrostbite 22005
Expand• Battlefield 2 Flag Sound
Doom 3id Softwareid Tech 42004
Expand• Game Art Tricks
• Game Art Tricks
• Source code review
• Vulkan Port
• The DOOM III Network Architecture
World of WarcraftBlizzardInternal2004
Expand• World of Warcraft Balloon
Far CryCrytekCry Engine2004
Expand• Far Cry and DX9
Half-Life 2ValveSource2004
Expand• Valve's Design Process for Creating Half-Life 2.
• Physical Gameplay in Half-Life 2
• Half-Life 2 / Valve Source Shading
EVE OnlineCCP GamesTrinity2003
Expand• Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC
Call of DutyInfinity Ward, Treyarch, Sledgehammer Games, Raven SoftwareIW engine, Treyarch NGL2003
Expand• Automated Testing and Profiling for Call of Duty
• Optimizing the UI’s CPU bound frame rate in Call of Duty
Eve OnlineCCP GamesTrinity2003
Expand• The Benefits and Challenges of Supporting Third-Party Developers in Eve Online
Zelda - Wind WakerNintendo EADInternal2002
Expand• Nathan Gordon's Blog
• Soenke Seidel's Blog
• Game Art Tricks
• Zelda Windwaker Textures Yay or Nay ?!
• Zelda: Wind waker Tech and Texture Analysis picture heavy
Divine DivinityLarian StudiosInternal2002
Expand• Divine Divinity 2D Reflexion
Warcraft 3BlizzardInternal2002
Expand• Warcraft 3 Billboards
HaloBungie, 343 IndustriesSlipspace Engine2001
Expand• Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
Diablo 2Blizzard NorthInternal2000
Expand• Don't Starve & Diablo Parallax
1nsaneInvictus GamesInternal2000
Expand• 1nsane Carpet 2 Repetitive Worlds
Deus ExIon StormUE12000
Expand• Deus Ex Scanlines
• Deus Ex Occlusion
Dungeon Keeper 2BullfrogInternal1999
Expand• Wonky walls
• Grid-based lighting
Age of EmpiresI&IIEnsemble StudiosGenie1999
Expand• GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond
MiMazeChristophe DIOT and Laurent GAUTIERInternal1999
Expand• Bucket Synchonization
Half-LifeValveGoldSrc1998
Expand• The Cabal: Valve’s Design Process For Creating Half-Life
• A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!
GoldenEye 007RareInternal1997
Expand• DF Retro EX
Panzer Dragoon SeriesTeam AndromedaInternal1995
Expand• Classic Game Postmortem
Super Mario Bros. 3NintendoSource1988
Expand• Super Mario Bros. 3 - The Cutting Room Floor
Kid IcarusNintendo R&D1Internal1986
Expand• Kid Icarus Tricks
FIFAEA VancouverFrostbiteN/A
Expand• How FIFA Delivers Live Content to Users Fast
Path of Exile 2Grinding Gear GamesInternalN/A
Expand• The rendering techniques of Path of Exile (Alexander Sannikov)

References


Contributing

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awesome
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unreal-engine

OTFCG/Awesome-Game-Analysis

a comprehensive collection of video game tech analysis resources

Python

1,170

343 commits

updated Apr 19, 2026

See the code

README

Awesome Game Analysis Awesome

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
Expand• Unreal Engine 5 Demo
Grand Theft Auto VIRockstar GamesRAGE2026
Expand• Grand Theft Auto 6 Trailer 2 Tech Breakdown
Death Stranding 2Kojima ProductionsDecima2025
Expand• Death Stranding 2 tech review: one of the best-looking games of this console generation
Clair Obscur: Expedition 33Sandfall InteractiveUE52025
Expand• Nanite Virtual Geometry Workflow
Assassin's Creed ShadowsUbisoftAnvil Engine2025
Expand• Inside the technologically revamped Anvil Engine
• How Ubisoft Brought Feudal Japan to Life: Rendering 'Assassin's Creed Shadows' with Nicolas Lopez
• Anvil Rendering Architecture
Oblivion RemasteredBethesda Game StudiosUE52025
Expand• Nanite vs Traditional LOD System Comparison
Doom: The Dark Agesid Softwareid Tech 82025
Expand• Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
AvowedObsidianUE52025
Expand• [Avowed: A GPU Technical Retrospective
Tempest RisingSlipgate IronworksUE52025
Expand• Modern RTS Rendering Techniques in Unreal Engine 5
• Procedural Destruction System White Paper
Monster Hunter WildsCapcomRE Engine2025
Expand• Is Rendering Still Evolving?
• New Rendering Features Rundown
• RE ENGINE Meshlet Rendering Pipeline
Elden Ring: NightreignFromSoftwareProprietary2025
Expand• Multiplayer Spin-Off Technical Limitations Analysis
Delta ForceTiMi J3 StudioUnreal2025
Expand• 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)
• 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)
Warhammer 40000: Space Marine 2Saber InteractiveInternal2024
Expand• Geometry rendering and shaders infrastructure
Indiana Jones and the Great CircleMachineGamesid Tech 72024
Expand• Inside Indiana Jones and the Great Circle: The Ray Tracing Breakdown
• Eurogamer tech review
• Gaming Bolt graphcis analysis
• Ray Traced Global Illumination Breakdown
• Texture Streaming System Analysis
• Path Tracing Architecture & Denoising Solutions
• Dynamic Acceleration Structure Management
• Pushing 60hz. Shipping Indiana Jones and The Great Circle
• Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
Dragon Age: The VeilguardBioWareFrostbite2024
Expand• GI, RT, Character Creator and other systems
Senua's Saga: Hellblade IINinja TheoryUE52024
Expand• Nanite Virtualized Geometry Optimization Patterns
• Volumetric Fog & Cloud System Technical White Paper
Dragon's Dogma 2CapcomRE Engine2024
Expand• RTGI Implementation in Open World RPG
• NPC Behavior Tree Optimization
• RE ENGINE Meshlet Rendering Pipeline
Avatar: Frontiers of PandoraUbisoft MassiveSnowdrop2024
Expand• Ray Traced Global Illumination Pipeline Deep Dive
• Procedural Ecosystem Generation Technical Blog
Star Wars OutlawsUbisoft MassiveSnowdrop2024
Expand• Physicalized Audio System Technical Breakdown
• Ray Traced Reflections in Desert Environments
Path of the GoddessCapcomRE Engine2024
Expand• Procedural Vegetation Interaction System
• RE Engine 10: Next-Gen Material Pipeline
STALKER 2GSC Game WorldUE52024
Expand• Technical Breakdown
• Eurogamer Digital Foundry Tech Review
Metaphor: ReFantazioStudio ZeroInternal2024
Expand• Performance and frame analysis - Metaphor ReFantazio
• FSR 3 Frame Generation Integration
GRANBLUE FANTASY: RelinkOsaka CygamesPlatinumGames Engine2024
Expand• 『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
• 『GRANBLUE FANTASY_ Relink』角色渲染环节技术分享
黑暗之潮掌趣Unity2024
Expand• [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
• 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
Alan Wake 2RemedyNorthlight2023
Expand• Modernizing geometry rendering in Alan Wake 2
• How Northlight makes Alan Wake 2 shine
• Developing Northlight: OpenUSD content workflows
• Northlight in 2023
• A Deep Dive into Path Tracing Technology
• GPU driven Rendering with Mesh Shaders in Alan Wake 2
• Procedural Damage System for Live Content
StarfieldBethesdaCreation Engine 22023
Expand• DF Tech Review
• Gaming Bolt Graphics Analysis
• A Reddit user's tech analysis
• Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX
Hifi RushTango GameworksUE42023
Expand• 3D Toon Rendering in 'Hi-Fi RUSH'
• DF Tech Review
• CGWorldJP: Character, motion, and effects edition
• CGWorldJP: Background/Lighting
Diablo 4Blizzard Albany, Team 3Internal2023
Expand• Behind the Pretty Frames
• Peeling Back The Varnish: The Graphics Of Diablo IV
• Developers talk ray tracing
• Ray Tracing in Diablo IV
Ys X: NordicsNihon FalcomInternal2023
Expand• PC Optimization Journey
Final Fantasy 16Square EnixInternal2023
Expand• Shadow Techniques from Final Fantasy XVI
• Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
• The DF Tech Review
• GamingBolt Tech Analysis
F1 2023CodemastersEGO2023
Expand• PS5 vs Xbox Series X/S vs PC – Ray Tracing
Company of Heroes 3Relic EntertainmentEssence Engine 4.02023
Expand• Company of Heroes 3 - From PC to Consoles
Resident Evil 4 ReCapcomRE Engine2023
Expand• DF Tech Review
Horizon: Call of the MountainGuerrillaDecima2023
Expand• Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown
Dead Space RemakeMotive StudiosFrostbite2023
Expand• DF Tech Review
Remnant2Gunfire GamesUE52023
Expand• Remnant 2 review – a war across worlds
Baldur's Gate 3Larian Studios, ElverilsDivinity 4.02023
Expand• DF Tech Review - Graphics Analysis + Optimised Settings
Immortals of AveumAscendant StudiosUE52023
Expand• IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE
• Nanite Virtual Shadow Maps Analysis
Overwatch 2Blizzard EntertainmentInternal2022
Expand• Evolving Global Illumination in Overwatch 2
Elden RingFromSoftwareInternal2022
Expand• Behind the Pretty Frames
• 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
• DF Tech Analysis about Elden Ring's RT upgrade
• The Elden Ring tech report
Pokémon Scarlet/VioletGame FreakInternal2022
Expand• 【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
Pokémon ArceusGame FreakInternal2022
Expand• 【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
God of War RagnarokSanta Monica StudioInternal2022
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'
• A Deep Dive Into God of War Ragnarök's User Interface
• Maya as Editor: The game development approach of Santa Monica Studio
Horizon Forbidden WestGuerrillaDecima2022
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'
• Cross-Gen Rendering Strategies: PS4 to PS5 Pro
• PC Port Optimization vs Console Baseline
• PSSR vs FSR 3 Upscaling Comparison
• Volumetric Cloud System Breakdown
The QuarrySupermassive GamesUE42022
Expand• Case Study: Creating Realistic Facial Motion for 'The Quarry'
ForspokenLuminous ProductionsLuminous Engine2022
Expand• DF Tech Review
Warhammer 40,000: DarktideFatsharkInternal2022
Expand• How FatShark constructed their central asset pipeline with Simplygon
Xenoblade Chronicles 3Monolith SoftInternal2022
Expand• DF Tech Review
• 「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】
Gran Turismo 7Polyphony DigitalInternal2022
Expand• Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation
The Callisto ProtocolStriking Distance StudiosUE42022
Expand• SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx
The GunkImage & Form GamesUE42021
Expand• Raymarching The Gunk
Halo Infinite343 IndustriesSlipspace2021
Expand• One Frame in 'Halo Infinite'
Diablo 2 ResurrectedBlizzard, Vicarious VisionsInternal2021
Expand• DF Tech Analysis
• An Overview of the 'Diablo II: Resurrected' Renderer
Knockout CityVelan StudiosInternal2021
Expand• Knockout City's Parallel Play
Forza Horizon 5Playground GamesForzaTech2021
Expand• How Parameters Drive the Particle Effects of 'Forza Horizon 5'
• PS5 Pro Enhancements: Foliage Density and Ray Tracing
ReturnalHousemarqueUE42021
Expand• Can We Do It with Particles?: VFX Learnings from 'Returnal'
• Particle System and Volumetric Lighting Deep Dive
• PSSR Upscaling Implementation Analysis
• VRS and Mesh Shading Utilization
Ratchet and Clank: Rift ApartInsomniac GamesInternal2021
Expand• Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'
• DF Blog
Far Cry 6Ubisoft TorontoDunia Engine2021
Expand• Simulating Tropical Weather in 'Far Cry 6'
• GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6
DreamscaperAfterburner StudiosUE42021
Expand• Dreamscaper: Killer Combat on an Indie Budget
FIFA 22EA Vancouver, EA RomaniaFrostbite 32021
Expand• 'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology
Dyson Sphere ProgramYouthcat StudioUnity2021
Expand• birth-of-dyson-sphere
• dyson-sphere-devlog-2
• dyson-sphere-devlog-3
• dyson-sphere-devlog-4
Cyberpunk 2077CD Projekt RedREDengine 42020
Expand• Hallucinations re: the rendering of Cyberpunk 2077
• Hang Zhang's Blog
• Shader Execution Reordering
• Tech Focus: Cyberpunk 2077 RT Overdrive
• Overdrive Technology Preview on RTX 4090
• Next-Gen Tech Analysis: Ray Tracing and Night City Density
Doom Eternalid Softwareid Tech 72020
Expand• Simon Coenen's Blog
Mafia: Definitive EditionHangar 13Mafia III engine2020
Expand• The Code Corsair
TeardownTuxedo LabsInternal2020
Expand• Frame Teardown
• Teardown Breakdown
Final Fantasy 7 RemakeSquare EnixUE42020
Expand• 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
• 'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future
• How Square Enix leveraged Unreal Engine to modernize FINAL FANTASY VII REMAKE
Ghost of TsushimaSucker PunchInternal2020
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'
• Samurai Shading in Ghost of Tsushima
Wild RiftRiot GamesInternal2020
Expand• The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
Spelunky 2Mossmouth, BlitWorksInternal2020
Expand• Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'
Marvel's Spider-Man: Miles MoralesInsomniac GamesInternal2020
Expand• An Explosive New Spider-Man: Creating VFX for Miles Morales
• Real-Time Cloth Solutions on 'Marvel's Spider-Man'
• Ray Traced Reflections and Performance Mode Analysis
The Last of Us: Part IINaughty DogInternal2020
Expand• Crafting an Interactive Guitar
• 80lv's Interview
• The Museum Level Design
• The Chalet Level Design
• The Overlook Level Design
• Dialogue Scripting Level Design
• Finding Strings Level Design
• Breathing Life Into 'The Last of Us': Part I and II
NoitaNolla GamesFalling Everything2020
Expand• 80lv's Interview
Dragon Ball Z KakarotCyber Connect 2UE42020
Expand• Thomas @ Stylized Station's Twitter thread
Genshin impactMihoyoUnity2020
Expand• [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
• 《原神》主机版渲染技术要点和解决方案
Death StrandingKojima ProductionsDecima2019
Expand• Behind the Pretty Frames
• 'Death Stranding': An AI Postmortem
• DF Tech Review(PC)
• DF Performance Analysis
• Decima Engine: Advances in Lighting and AA
Resident-evil II ReCapcom Division 1RE Engine2019
Expand• Behind the Pretty Frames
• Anton Schreiner's Blog
Metro Exodus4A Games4A Engine2019
Expand• Resource Management Architecture in 4A Engine
• Anton Schreiner's Blog
• Balázs Török's Blog
• Full Ray Tracing Overhaul Technical Breakdown
ControlRemedyNorthlight Engine2019
Expand• Frame Analysis
• Destructible Environments in Control: Lessons in Procedural Destruction
• Control PC's Stealth Upgrade
Mortal Kombat 11NetherRealm StudiosUE32019
Expand• Frame Analysis
A Plague Tale: InnocenceAsobo StudioInternal2019
Expand• Dissecting A Plague Tale: Innocence
• Gamingbolt Graphics Analysis
Star Wars Jedi: Fallen OrderRespawnUE42019
Expand• Analysis of Water Effects
• Physical Animation in Star Wars Jedi: Fallen Order
Call of Duty: Modern WarfareInfinity WardIW engine2019
Expand• Handling Network Latency Variation in Call of Duty: Modern Warfare
• Handling Network Latency Variation in Call of Duty: Modern Warfare
Gears of War 5The CoalitionUE52019
Expand• The making of Gears 5: how the Coalition hit 60fps - and improved visual quality
Days GoneBend StudioUE42019
Expand• Squad Coordination in Days Gone
• Screen Space Shadows​
Sea of SolitudeJo-Mei GamesUnity2019
Expand• Paint It Black: The Art of 'Sea of Solitude'
Untitled Goose GameHouse HouseUnity2019
Expand• Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
Tom Clancy's The Division 2Massive EntertainmentSnowdrop2019
Expand• Game Server Performance on Tom Clancy's The Division 2
Super Mario Maker 2NintendoInternal2019
Expand• What Cause Lag in Super Mario Maker 2's Online
EpitasisEpitasis GamesUE42019
Expand• 80lv's Interview
God of War 4Santa Monica StudioInternal2018
Expand• God of War Tech Analysis: A New Benchmark for PS4
• PC Port Deep Dive: From Checkerboarding to Native 4K
• Raising Atreus for Battle in God of War
• Behind the Pretty Frames
Red Dead Redemption 2Rockstar San DiegoRAGE2018
Expand• imgeself's Blog
• SIG 2019: Creating the Atmospheric World
• Technical Masterpiece: Breaking Down Rockstar's Open World
Detroit Become HumanQuantic DreamInternal2018
Expand• Behind the Pretty Frames
Jurassic World: EvolutionFrontierCobra2018
Expand• The Code Corsair
Ni no Kuni IILevel-5Internal2018
Expand• Thomas' Blog
Shadows of the Tomb RaiderEidos-MontréalFoundation engine2018
Expand• Shadows of the Tomb Raider
Kingdom Come: DeliveranceWarhorse StudiosCryEngine2018
Expand• Adaptive Clothing System in Kingdom Come: Deliverance
The Walking Dead: Our WorldNext GamesUnity2018
Expand• Social Depth of Location-Based Play in 'The Walking Dead: Our World'
Just Cause 4Avalanche StudiosApex2018
Expand• Building a Mixing Sandbox for 'Just Cause 4'
• Vehicle Physics and Tire Dynamics in Just Cause 4
Sea of ThievesRareUE42018
Expand• Automated Testing of Gameplay Features in 'Sea of Thieves'
Tetris EffectMonstars Inc. and ResonairUE42018
Expand• Making 'Tetris Effect'-ive
Battlefield VDICEFrostbite2018
Expand• AI for Testing: The Development of Bots that Play Battlefield V
• It Just Works: Ray-Traced Reflections in Battlefield V
• REAC 2024 DAY 1 Testing Rendering Code at Frostbite
Marvel's Spider-ManInsomniac GamesInternal2018
Expand• Marvel's Spider-Man: Procedural Lighting Tools
• Marvel's Spider-Man AI Postmortem
• Marvel's Spider-Man: A Technical Postmortem
Frostpunk11 bit studiosLiquid Engine2018
Expand• Content Fueled Gameplay Programming in Frostpunk
Astro Bot Rescue MissionSIE Japan StudioInternal2018
Expand• Taming Technologies Behind Astro Bot Rescue Mission
Assassin's Creed OdysseyUbisoft QuebecAnvilNext 2.02018
Expand• Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
Detroit: Become HumanQuantic DreamInternal2018
Expand• The Lighting Technology of Detroit: Become Human
Far Cry 5Ubisoft MontrealDunia Engine2018
Expand• Water Rendering in Far Cry 5
PrismataLunarch StudiosInternal2018
Expand• Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata
BelowCapybara GamesInternal2018
Expand• The Rendering of Below
Shadow of the Colossus RemakeBluepointInternal2018
Expand• DF Tech Complete Analysis
• DF Tech Interview
• DF's Article
• Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
Octopath TravelerSquare Enix, AcquireUE42018
Expand• DF Tech Analysis
• DF PC vs Switch
• Unreal Fest Europe 2019
Destiny 2BungieTiger Engine2017
Expand• GDC 2018: Physically Inspired Shading in 'Destiny 2'
• Destiny's Multithreaded Rendering Architecture
• GDC 17: Destiny Shader Pipeline
Minecraft (Bedrock)Mojang StudiosRenderDragon2017
Expand• Frame Analysis - RTX
• Microsoft Game Dev
• DF's Minecraft RTX Deep Dive
• GTC 2020
Slime RancherMonomi ParkUnity2017
Expand• A frame of Slime Rancher
Divinity: Original Sin 2Larian StudiosDivinity Engine2017
Expand• Divine Fire: A deep dive into the VFX
Star Wars Battlefront IIEA DICE, Criterion Games, Motive StudiosFrostbite2017
Expand• Battlefront II Layered Explosion
• Precomputed Global Illumination in Frostbite
Zelda: Breath of the WildNintendoInternal2017
Expand• The Bling-Bling Offset
RIMETequila WorksUE42017
Expand• Stylized VFX in RIME
Middle-earth: Shadow of WarMonolithLithtech2017
Expand• Middle-earth: Shadow of War
FAITHAirdorf GamesUnity2017
Expand• MORTIS 101: 'FAITH's' Horror Design Toolkit
Assassin's Creed: OriginsUbisoft MontrealAnvilNext 2.02017
Expand• Virtual Insanity: Meta AI on Assassin's Creed: Origins
Battlefield 1DICEFrostbite 32017
Expand• 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Mass Effect AndromedaBioWareFrostbite 32017
Expand• 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Horizon: Zero DawnGuerrilla GamesDecima2017
Expand• 80lv's Interview
• 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
For HonorUbisoft MontrealAnvilNext 2.02017
Expand• Deterministic vs. Replicated AI: Building the Battlefield of For Honor
• Data-Driven Dynamic Gameplay Effects on For Honor
Injustice 2NetherRealm StudiosUE32017
Expand• 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Night in the WoodsInfinite FallUnity2017
Expand• Making Night in the Woods Better with Open Source
Resident Evil 7CapcomRE Engine2017
Expand• RE Engine Analysis
• Next-Gen Ray Tracing and High Frame-Rate Implementation
Splatoon 2NintendoInternal2017
Expand• Datamining New Splatoon 2 Maps
• Ranking System Analysis
• Netcode and Matchmaking
• How Does the Region Lock Work
• The Mechanics of Clam Blitz
Escape From TarkovBattlestateUnity2017
Expand• Game Tech Overview
Hellblade: Senua's SacrificeNinja TheoryUE42017
Expand• Digital Humans: Crossing the Uncanny Valley in UE4
Doomid Softwareid Tech 62016
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
OverwatchBlizzard, Iron GalaxyInternal2016
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
Shadow Tactics: Blades of the ShogunMimimi ProductionsUnity2016
Expand• Kosmonaut's Blog
The WitnessTheklaInternal2016
Expand• The Witness Frame Part 1
Dark MausDaniel WrightInternal2016
Expand• Dark Maus: Topdown Trees
Gears of War 4The CoalitionUE42016
Expand• GDC Vault Gears of War 4
BattlebornGearbox SoftwareUE32016
Expand• The VFX Process Behind 'Battleborn'
Mafia IIIHangar 13Illusion2016
Expand• Triage on the Front Line: Improving Mafia III AI in a Live Product
Final Fantasy 15Square Enix Business Division 2Luminous Studio2016
Expand• Eos is Alive: The AI Systems of Final Fantasy XV
• Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV
• 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
• 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~
• Rendering Techniques of Final Fantasy XV
• Physics Simulation R&D at Square Enix
• 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~
• 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)
• 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)
• 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~
Far Cry PrimalUbisoft TorontoDunia Engine2016
Expand• Character Pipeline and Customization System for Far Cry Primal
Watch Dogs 2Ubisoft MontrealDisrupt2016
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
Titanfall 2Respawn EntertainmentSource2016
Expand• Efficient Texture Streaming in Titanfall 2
Uncharted 4Naughty DogNaughty Dog Engine2016
Expand• The Science of Off-Roading: Uncharted 4's 4x4
Dishonored 2Arkane StudiosVoid Engine2016
Expand• Taking Back What's Ours: The AI of Dishonored 2
Tom Clancy's The DivisionMassive EntertainmentSnowdrop2016
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
The Flame in The FloodThe Molasses FloodUE42016
Expand• Forging The River in The Flame in The Flood
INSIDEPlaydeadUnity2016
Expand• Temporal Reprojection Anti-Aliasing in INSIDE
• Low Complexity, High Fidelity: The Rendering of INSIDE
StellarisParadox Development StudioClausewitz Engine2016
Expand• Creating Complex AI Behavior in Stellaris Through Data-Driven Design
Total War: WarhammerCreative AssemblyWarscape2016
Expand• Siege Battle AI in Total War: Warhammer
No Man's SkyHello GamesInternal2016
Expand• Continuous World Generation in No Man's Sky
• Building Worlds in No Man's Sky Using Math(s)
Dying LightTechlandChrome Engine 62015
Expand• Deferred rendering in Dying Light
The Witcher 3CD Projekt RedRED Engine 32015
Expand• Mateusz's Blog
• 'Witcher 3' on the Nintendo Switch
Metal Gear Solid VKojima ProductionsFox Engine2015
Expand• Graphics Study
• GDC 13
• DigitalFoundry Tech Analysis
• NVIDIA Performance Guide
Rise of the Tomb RaiderCrystal DynamicsFoundation Engine2015
Expand• The Code Corsair
Yakuza 0Ryu Ga Gotoku StudioDragon Engine2015
Expand• Fixing attempts for Yakuza 0
Waves 2: NotoriousRob "Squid" HaleUE42015
Expand• A Frame of Waves 2
Batman: Arkham KnightRocksteadyUE32015
Expand• Unmasking Arkham Knight
Fallout 4Bethesda Game StudiosCreation Engine2015
Expand• Game Art Tricks
• Game Art Tricks
Assassin's Creed SyndicateUbisoft QuebecAnvilNext 22015
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
Caves of QudFreehold GamesUnity2015
Expand• Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
• End-to-End Procedural Generation in Caves of Qud
Halo 5: Guardians343 IndustriesHalo engine2015
Expand• Geometry Caching Optimizations in Halo 5: Guardians
Just Cause 3Avalanche StudiosAvalanche Engine2015
Expand• Tree's Company: Systemic AI Design in Just Cause 3
Rocket LeaguePsyonixUE32015
Expand• Rocket League: Language Ban System Postmortem
• It IS Rocket Science! The Physics of Rocket League Detailed
• 'Rocket League': Scaling for Free to Play
Rainbow Six SiegeUbisoft MontrealAnvilNext 2.02015
Expand• Rendering Rainbow Six Siege
• The Art of Destruction in Rainbow Six: Siege
Call of Duty: Black Ops IIITreyarchIW engine2015
Expand• Fighting Latency on Call of Duty: Black Ops III
The Order: 1886Ready at DawnReady at Dawn Engine 4.02015
Expand• Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015)
• The Order: 1886 Retrospective + PS5 60fps Gameplay - Made in 2015, Still Stunning Today
• RAD_SIGGRAPH_2015_Character_embed.pptx
Middle-earth: Shadow of MordorMonolith ProductionsLithTech Jupiter EX2014
Expand• The Code Corsair
Castlevania: Lords of Shadow 2MercurySteamMercury2014
Expand• The Code Corsair
COD: Advanced WarfareSledgehammer GamesInternal2014
Expand• Next Generation Post Processing
Alien IsolationCreative AssemblyCustom2014
Expand• Alien vs Wolfenstein: Cutting Torch
• Inside Alien Isolation Graphics
• High Tech Fear: Alien Isolation
Wolfenstein: The New OrderMachineGamesid Tech 52014
Expand• Alien vs Wolfenstein: Cutting Torch
Adventure CapitalistHyper HippoUnity2014
Expand• Adventure Capitalist Postmortem or
Far Cry 4Ubisoft MontrealDunia Engine 22014
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
The Jackbox Party PackJackbox GamesInternal2014
Expand• The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year
Assassin's Creed UnityUbisoft MontrealAnvilNext 2.02014
Expand• Massive Crowd on Assassin's Creed Unity: AI Recycling
• Developing Systemic Crowd Events in Assassin's Creed Unity
• SIGGRAPH 2015
TitanfallRespawn EntertainmentSource2014
Expand• Extreme SIMD: Optimized Collision Detection in Titanfall
DestinyBungieTiger Engine2014
Expand• Tools-Based Rigging in Bungie's Destiny
• Shared World Shooter: Destiny's Networked Mission Architecture
Metal Gear Solid Ground ZeroesKojima ProductionsFox Engine2014
Expand• Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)
The Elder Scrolls OnlineZeniMax Online StudiosHavok2014
Expand• Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline
Dragon Age InquisitionBioWareFrostbite 32014
Expand• Getting Inquisitive About the AI of Dragon Age Inquisition
Yandere SimulatorAlex Mahan (YandereDev)Unity2014
Expand• Yandere Simulator Complete Source Code Analysis - Code Review
GTA 5Rockstar NorthRAGE2013
Expand• Game Art Tricks: Underestimated Glow
• Game Art Tricks: The Wormy Fountain
• Graphics Study
• NVIDIA Performance Guide
Pokémon X/YGame FreakInternal2013
Expand• Game Art Tricks
Assassin's Creed: Black FlagUbisoft MontrealAnvilNext2013
Expand• Black Flag Waterplane
• SSAO with temporal supersampling
• GameDev's Tech Talk
• FxGuide's Article
• Gamer Nexus's Graphics Analysis
• Tech Demo
• GDC 2014: Road to next-gen graphics
• NVIDIA's Graphics & Performance Guide
Don't StarveKlei EntertainmentCustom2013
Expand• Don't Starve & Diablo Parallax
Tomb Raider 9Crystal DynamicsCrystal2013
Expand• Tomb Raider Lara's Hot Secrets
• Hair in Tomb Raider
Bioshock InfiniteIrrational GamesUE32013
Expand• BioShock Infinite Lighting
Dead Space 3Visceral GamesFrostbite 32013
Expand• Dead Space 3 Diffuse Reflections
Metal Gear RisingPlatinum qGamesInternal2013
Expand• Metal Gear Rising Slicing
The Last of UsNaughty DogInternal2013
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
Battlefield 4DICEFrostbite2013
Expand• Rendering Battlefield 4 with Mantle by Yuriy ODonnell
Crysis 3CrytekCryEngine2013
Expand• Crafting the world of Crysis
• Shining the Light on Crysis 3
Splinter Cell: BlacklistUbisoft TorontoUE2.52013
Expand• Modeling AI Perception and Awareness in Splinter Cell: Blacklist
Forza Motorsport 5Turn 10 StudiosForzaTech2013
Expand• Capturing Reality: Gathering Reference for Forza Motorsport 5
Killer InstinctRare, Double Helix Games, Iron Galaxy Studios, Dlala StudiosHexEngine2013
Expand• Designing AI for Killer Instinct
Path of ExileGrinding Gear GamesInternal2013
Expand• Procedural World Generation in Path of Exile
• ExileCon Dev Talk - Creating Game Effects in Path of Exile
Diablo 3Blizzard Albany, Team 3Internal2012
Expand• Game Art Tricks
• Game Art Tricks
• Game Art Tricks
• Game Art Tricks
007 Legends : MoonrakerEurocomUE32012
Expand• 007 Legends The World
Assassins Creed 3Ubisoft MontrealAnvilNext2012
Expand• Assassins Creed 3 Bouncing Light
• Assassins Creed 3 LOD Blending
• Rendering Assassin's Creed III
Hitman: AbsolutionIO InteractiveGlacier 22012
Expand• Creating the AI for the Characters of Hitman: Absolution
Ghost Recon Future SoldierUbisoft ParisInternal2012
Expand• A Different Approach for Continuous Physics in Ghost Recon Future Soldier
Blade & SoulNCSOFTUE32012
Expand• Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'
• Ray Traced Global Illumination Implementation
• Texture Streaming Improvements Analysis
Counter-Strike: Global OffensiveValve Corporation, Hidden Path EntertainmentSource2012
Expand• Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive
• Building the Content that Drives the Counter-Strike: Global Offensive Economy
Final Fantasy Agni's Philosophy (Tech Demo)Square EnixLuminous Studio2012
Expand• Web Page
• Practical Applications of Compute for Simulation in Agni's Philosophy
JourneyThatgamecompanyPhyreEngine2012
Expand• Sand Rendering in Journey
Batman : Arkham CityRocksteady StudiosUE32011
Expand• Froyok's Blog
Deus Ex: Human RevolutionEidos-MontréalCrystal2011
Expand• Graphics Study
• GDC 2012
• Reimagining a Classic: The Design
• Building the Story-driven Experience
• Game Art Tricks: Alpha Terrain
Binding of IsaacEdmund McMillen, Florian HimslFlash2011
Expand• Binding of Isaac Composition
Battlefield 3DICEFrostbite2011
Expand• Culling the Battlefield: Data Oriented Design in Practice
• DirectX 11 Rendering in Battlefield 3
Crysis 2CrytekCryEngine 32011
Expand• Crysis 2 Multiplayer: A Programmer's Postmortem
Mortal KombatNetherRealm StudiosUE32011
Expand• 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
SkylandersToys for BobInternal2011
Expand• Supercharged! Vehicle Physics in Skylanders
Portal 2ValveSource2011
Expand• Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.
• Water Flow in Portal 2.
God of War 3Santa Monica StudioInternal2010
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
Mafia II2K CzechInternal2010
Expand• Hat vs Hair
Starcraft 2Blizzard EntertainmentSC2 Engine2010
Expand• Starcraft 2 Localization
Battlefield Bad Company 2DICEFrostbite 1.52010
Expand• Battlefield Bad Company 2 Smoke Column
CityVilleZyngaFlash2010
Expand• CityVille: Lessons Learned & Tools Used
Dead Rising 2Capcom VancouverMT Framework2010
Expand• 1000s of Zombies, 1000s of Problems, 1000s of Dollars
Two Worlds IIReality PumpGRACE 22010
Expand• Advanced Material
Skate 3EA Black BoxRenderWare2010
Expand• Building Game UI with Scaleform
World of Tanks: MercenariesWargamingBigWorld2010
Expand• Bringing Replays to World of Tanks: Mercenaries
Assassin's Creed BrotherhoodUbisoft MontrealAnvil2010
Expand• AI & Animation in Assassin's Creed Brotherhood
Halo: ReachBungieHalo Engine2010
Expand• I Shot You First: Networking the Gameplay of Halo: Reach
ALAN WAKERemedyNorthlight2010
Expand• ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
Assassin's Creed IIUbisoft MontréalAnvil Engine2009
Expand• Froyok's Blog
Left 4 Dead 2ValveSource2009
Expand• Left 4 Dead 2 Puke
• Rendering Wounds in Left 4 Dead 2
• Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2
League of LegendsRiot GamesInternal2009
Expand• Building the Chat Service for League of Legends
• League of Legends: Scaling to Millions of Summoners
• A Trip Down The LoL Graphics Pipeline
• Performance analysis in esports part 1
Forza Motorsport 3Turn 10 StudiosForzaTech2009
Expand• Forza Motorsport 3 Audio Design
Velvet AssassinReplay StudiosUE32009
Expand• Building a Dynamic Lighting Engine
Dragon AgeBioWareFrostbite 32009
Expand• Connecting Players and Franchise Across Console Generations in the Dragon Age Keep
Halo WarsEnsemble Studios, 343 Industries, Creative AssemblyHavok2009
Expand• The Terrain of Halo Wars
Final Fantasy 13Square EnixCrystal Tools2009
Expand• Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
Fallout 3Bethesda Game StudiosGamebryo2008
Expand• Game Art Tricks
Digital Combat SimulatorEagle DynamicsInternal2008
Expand• DCS Frame Analysis
Mirror's EdgeDICEUE32008
Expand• Henrikgdc09 Compat
• The Unique Lighting of Mirror's Edge
Sacred 2AscaronInternal2008
Expand• Burning Map Effect in Sacred 2
• Pulse Shader in Sacred 2
• Crystal Reflection in Sacred 2
• Sacred 2 Fake Mirror
Battlefield Bad CompanyDICEFrostbite 1.02008
Expand• Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
Left 4 DeadValveSource2008
Expand• The AI Systems of Left 4 Dead
• Replayable Cooperative Game Design: Left 4 Dead
NARUTO: Ultimate Ninja STORMCyber Connect 2Internal2008
Expand• GDC: Cinematic Next-Generation Action NARUTO
Halo 3BungieInternal2007
Expand• Lighting Research at Bungie
Supreme CommanderGas Powered GamesInternal2007
Expand• Supreme Commander Graphics Study
• Wiki of Height Map
• GameSpot's article
Enemy Territory: Quake WarsSplash Damageid Tech 42007
Expand• Oblivion Territory Tree vs Palm
Bioshock2K Boston, 2K AustraliaUE2.52007
Expand• Bioshock Glossiness
• The Cutting Room Floor
CrysisCrytekCryEngine2007
Expand• Crysis Next Gen Effects
• Crysis and DX10
• The Crysis of Audio
S.T.A.L.K.E.R.GSC Game WorldX-Ray Engine2007
Expand• GPU Gems2: Chapter 9
Team Fortress 2ValveSource2007
Expand• Lessons learned porting Team Fortress 2 to Virtual Reality.
• TF2 - From The Orange Box to Free to Play in 'Just' Four Years!
• Stylization With a Purpose: The Illustrative World of Team Fortress 2
• Illustrative Rendering in Team Fortress 2
PortalValveSource2007
Expand• Integrating Narrative and Design: A Portal Post-Mortem
TES: OblivionBethesda Game StudiosGamebryo2006
Expand• Oblivion Territory Tree vs Palm
Company of HeroesRelic EntertainmentEssence Engine2006
Expand• Company of Heroes Flamethrower
• Company of Heroes Shaded Smoke
Lost PlanetSpark Unlimited, Capcom, HexaDriveMT Framework2006
Expand• CEDEC 2007: Capcom on Lost Planet Part I
• CEDEC 2007: Capcom on Lost Planet Part II
• 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!!
Shadow of the ColossusJapan Studio, Team IcoInternal2005
Expand• Froyok's Blog
• DF Retro
Battlefield 2DICEFrostbite 22005
Expand• Battlefield 2 Flag Sound
Doom 3id Softwareid Tech 42004
Expand• Game Art Tricks
• Game Art Tricks
• Source code review
• Vulkan Port
• The DOOM III Network Architecture
World of WarcraftBlizzardInternal2004
Expand• World of Warcraft Balloon
Far CryCrytekCry Engine2004
Expand• Far Cry and DX9
Half-Life 2ValveSource2004
Expand• Valve's Design Process for Creating Half-Life 2.
• Physical Gameplay in Half-Life 2
• Half-Life 2 / Valve Source Shading
EVE OnlineCCP GamesTrinity2003
Expand• Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC
Call of DutyInfinity Ward, Treyarch, Sledgehammer Games, Raven SoftwareIW engine, Treyarch NGL2003
Expand• Automated Testing and Profiling for Call of Duty
• Optimizing the UI’s CPU bound frame rate in Call of Duty
Eve OnlineCCP GamesTrinity2003
Expand• The Benefits and Challenges of Supporting Third-Party Developers in Eve Online
Zelda - Wind WakerNintendo EADInternal2002
Expand• Nathan Gordon's Blog
• Soenke Seidel's Blog
• Game Art Tricks
• Zelda Windwaker Textures Yay or Nay ?!
• Zelda: Wind waker Tech and Texture Analysis picture heavy
Divine DivinityLarian StudiosInternal2002
Expand• Divine Divinity 2D Reflexion
Warcraft 3BlizzardInternal2002
Expand• Warcraft 3 Billboards
HaloBungie, 343 IndustriesSlipspace Engine2001
Expand• Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
Diablo 2Blizzard NorthInternal2000
Expand• Don't Starve & Diablo Parallax
1nsaneInvictus GamesInternal2000
Expand• 1nsane Carpet 2 Repetitive Worlds
Deus ExIon StormUE12000
Expand• Deus Ex Scanlines
• Deus Ex Occlusion
Dungeon Keeper 2BullfrogInternal1999
Expand• Wonky walls
• Grid-based lighting
Age of EmpiresI&IIEnsemble StudiosGenie1999
Expand• GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond
MiMazeChristophe DIOT and Laurent GAUTIERInternal1999
Expand• Bucket Synchonization
Half-LifeValveGoldSrc1998
Expand• The Cabal: Valve’s Design Process For Creating Half-Life
• A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!
GoldenEye 007RareInternal1997
Expand• DF Retro EX
Panzer Dragoon SeriesTeam AndromedaInternal1995
Expand• Classic Game Postmortem
Super Mario Bros. 3NintendoSource1988
Expand• Super Mario Bros. 3 - The Cutting Room Floor
Kid IcarusNintendo R&D1Internal1986
Expand• Kid Icarus Tricks
FIFAEA VancouverFrostbiteN/A
Expand• How FIFA Delivers Live Content to Users Fast
Path of Exile 2Grinding Gear GamesInternalN/A
Expand• The rendering techniques of Path of Exile (Alexander Sannikov)

References


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