Awesome Game Analysis [](https://awesome.re)

October 13, 2025 · View on GitHub

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
ExpandUnreal Engine 5 Demo
Grand Theft Auto VIRockstar GamesRAGE2026
ExpandGrand Theft Auto 6 Trailer 2 Tech Breakdown
Death Stranding 2Kojima ProductionsDecima2025
ExpandDeath Stranding 2 tech review: one of the best-looking games of this console generation
Clair Obscur: Expedition 33Sandfall InteractiveUE52025
ExpandNanite Virtual Geometry Workflow
Assassin's Creed ShadowsUbisoftAnvil Engine2025
ExpandInside 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
ExpandNanite vs Traditional LOD System Comparison
Doom: The Dark Agesid Softwareid Tech 82025
ExpandAnisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
AvowedObsidianUE52025
Expand• [Avowed: A GPU Technical Retrospective
Tempest RisingSlipgate IronworksUE52025
ExpandModern RTS Rendering Techniques in Unreal Engine 5
Procedural Destruction System White Paper
Monster Hunter WildsCapcomRE Engine2025
ExpandIs Rendering Still Evolving?
New Rendering Features Rundown
RE ENGINE Meshlet Rendering Pipeline
Elden Ring: NightreignFromSoftwareProprietary2025
ExpandMultiplayer Spin-Off Technical Limitations Analysis
Delta ForceTiMi J3 StudioUnreal2025
ExpandGDC 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
ExpandGeometry rendering and shaders infrastructure
Indiana Jones and the Great CircleMachineGamesid Tech 72024
ExpandInside 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
ExpandGI, RT, Character Creator and other systems
Senua's Saga: Hellblade IINinja TheoryUE52024
ExpandNanite Virtualized Geometry Optimization Patterns
Volumetric Fog & Cloud System Technical White Paper
Dragon's Dogma 2CapcomRE Engine2024
ExpandRTGI Implementation in Open World RPG
NPC Behavior Tree Optimization
RE ENGINE Meshlet Rendering Pipeline
Avatar: Frontiers of PandoraUbisoft MassiveSnowdrop2024
ExpandRay Traced Global Illumination Pipeline Deep Dive
Procedural Ecosystem Generation Technical Blog
Star Wars OutlawsUbisoft MassiveSnowdrop2024
ExpandPhysicalized Audio System Technical Breakdown
Ray Traced Reflections in Desert Environments
Path of the GoddessCapcomRE Engine2024
ExpandProcedural Vegetation Interaction System
RE Engine 10: Next-Gen Material Pipeline
STALKER 2GSC Game WorldUE52024
ExpandTechnical Breakdown
Eurogamer Digital Foundry Tech Review
Metaphor: ReFantazioStudio ZeroInternal2024
ExpandPerformance 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
ExpandModernizing 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
ExpandDF 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
Expand3D Toon Rendering in 'Hi-Fi RUSH'
DF Tech Review
CGWorldJP: Character, motion, and effects edition
CGWorldJP: Background/Lighting
Diablo 4Blizzard Albany, Team 3Internal2023
ExpandBehind 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
ExpandPC Optimization Journey
Final Fantasy 16Square EnixInternal2023
ExpandShadow 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
ExpandPS5 vs Xbox Series X/S vs PC – Ray Tracing
Company of Heroes 3Relic EntertainmentEssence Engine 4.02023
ExpandCompany of Heroes 3 - From PC to Consoles
Resident Evil 4 ReCapcomRE Engine2023
ExpandDF Tech Review
Horizon: Call of the MountainGuerrillaDecima2023
ExpandInside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown
Dead Space RemakeMotive StudiosFrostbite2023
ExpandDF Tech Review
Remnant2Gunfire GamesUE52023
ExpandRemnant 2 review – a war across worlds
Baldur's Gate 3Larian Studios, ElverilsDivinity 4.02023
ExpandDF Tech Review - Graphics Analysis + Optimised Settings
Immortals of AveumAscendant StudiosUE52023
ExpandIMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE
Nanite Virtual Shadow Maps Analysis
Overwatch 2Blizzard EntertainmentInternal2022
ExpandEvolving Global Illumination in Overwatch 2
Elden RingFromSoftwareInternal2022
ExpandBehind 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
ExpandArchitecting 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
ExpandCase Study: Creating Realistic Facial Motion for 'The Quarry'
ForspokenLuminous ProductionsLuminous Engine2022
ExpandDF Tech Review
Warhammer 40,000: DarktideFatsharkInternal2022
ExpandHow FatShark constructed their central asset pipeline with Simplygon
Xenoblade Chronicles 3Monolith SoftInternal2022
ExpandDF 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
ExpandRendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation
The Callisto ProtocolStriking Distance StudiosUE42022
ExpandSIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx
The GunkImage & Form GamesUE42021
ExpandRaymarching The Gunk
Halo Infinite343 IndustriesSlipspace2021
ExpandOne Frame in 'Halo Infinite'
Diablo 2 ResurrectedBlizzard, Vicarious VisionsInternal2021
ExpandDF Tech Analysis
An Overview of the 'Diablo II: Resurrected' Renderer
Knockout CityVelan StudiosInternal2021
ExpandKnockout City's Parallel Play
Forza Horizon 5Playground GamesForzaTech2021
ExpandHow Parameters Drive the Particle Effects of 'Forza Horizon 5'
PS5 Pro Enhancements: Foliage Density and Ray Tracing
ReturnalHousemarqueUE42021
ExpandCan 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
ExpandRecalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'
DF Blog
Far Cry 6Ubisoft TorontoDunia Engine2021
ExpandSimulating Tropical Weather in 'Far Cry 6'
GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6
DreamscaperAfterburner StudiosUE42021
ExpandDreamscaper: 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
Expandbirth-of-dyson-sphere
dyson-sphere-devlog-2
dyson-sphere-devlog-3
dyson-sphere-devlog-4
Cyberpunk 2077CD Projekt RedREDengine 42020
ExpandHallucinations 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
ExpandSimon Coenen's Blog
Mafia: Definitive EditionHangar 13Mafia III engine2020
ExpandThe Code Corsair
TeardownTuxedo LabsInternal2020
ExpandFrame 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
ExpandBlowing 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
ExpandThe Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
Spelunky 2Mossmouth, BlitWorksInternal2020
ExpandBreaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'
Marvel's Spider-Man: Miles MoralesInsomniac GamesInternal2020
ExpandAn 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
ExpandCrafting 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
Expand80lv's Interview
Dragon Ball Z KakarotCyber Connect 2UE42020
ExpandThomas @ 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
ExpandBehind 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
ExpandBehind the Pretty Frames
Anton Schreiner's Blog
Metro Exodus4A Games4A Engine2019
ExpandResource Management Architecture in 4A Engine
Anton Schreiner's Blog
Balázs Török's Blog
Full Ray Tracing Overhaul Technical Breakdown
ControlRemedyNorthlight Engine2019
ExpandFrame Analysis
Destructible Environments in Control: Lessons in Procedural Destruction
Control PC's Stealth Upgrade
Mortal Kombat 11NetherRealm StudiosUE32019
ExpandFrame Analysis
A Plague Tale: InnocenceAsobo StudioInternal2019
ExpandDissecting A Plague Tale: Innocence
Gamingbolt Graphics Analysis
Star Wars Jedi: Fallen OrderRespawnUE42019
ExpandAnalysis of Water Effects
Physical Animation in Star Wars Jedi: Fallen Order
Call of Duty: Modern WarfareInfinity WardIW engine2019
ExpandHandling Network Latency Variation in Call of Duty: Modern Warfare
Handling Network Latency Variation in Call of Duty: Modern Warfare
Gears of War 5The CoalitionUE52019
ExpandThe making of Gears 5: how the Coalition hit 60fps - and improved visual quality
Days GoneBend StudioUE42019
ExpandSquad Coordination in Days Gone
Screen Space Shadows​
Sea of SolitudeJo-Mei GamesUnity2019
ExpandPaint It Black: The Art of 'Sea of Solitude'
Untitled Goose GameHouse HouseUnity2019
ExpandGoogle Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
Tom Clancy's The Division 2Massive EntertainmentSnowdrop2019
ExpandGame Server Performance on Tom Clancy's The Division 2
Super Mario Maker 2NintendoInternal2019
ExpandWhat Cause Lag in Super Mario Maker 2's Online
EpitasisEpitasis GamesUE42019
Expand80lv's Interview
God of War 4Santa Monica StudioInternal2018
ExpandGod 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
Expandimgeself's Blog
SIG 2019: Creating the Atmospheric World
Technical Masterpiece: Breaking Down Rockstar's Open World
Detroit Become HumanQuantic DreamInternal2018
ExpandBehind the Pretty Frames
Jurassic World: EvolutionFrontierCobra2018
ExpandThe Code Corsair
Ni no Kuni IILevel-5Internal2018
ExpandThomas' Blog
Shadows of the Tomb RaiderEidos-MontréalFoundation engine2018
ExpandShadows of the Tomb Raider
Kingdom Come: DeliveranceWarhorse StudiosCryEngine2018
ExpandAdaptive Clothing System in Kingdom Come: Deliverance
The Walking Dead: Our WorldNext GamesUnity2018
ExpandSocial Depth of Location-Based Play in 'The Walking Dead: Our World'
Just Cause 4Avalanche StudiosApex2018
ExpandBuilding a Mixing Sandbox for 'Just Cause 4'
Vehicle Physics and Tire Dynamics in Just Cause 4
Sea of ThievesRareUE42018
ExpandAutomated Testing of Gameplay Features in 'Sea of Thieves'
Tetris EffectMonstars Inc. and ResonairUE42018
ExpandMaking 'Tetris Effect'-ive
Battlefield VDICEFrostbite2018
ExpandAI 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
ExpandMarvel's Spider-Man: Procedural Lighting Tools
Marvel's Spider-Man AI Postmortem
Marvel's Spider-Man: A Technical Postmortem
Frostpunk11 bit studiosLiquid Engine2018
ExpandContent Fueled Gameplay Programming in Frostpunk
Astro Bot Rescue MissionSIE Japan StudioInternal2018
ExpandTaming Technologies Behind Astro Bot Rescue Mission
Assassin's Creed OdysseyUbisoft QuebecAnvilNext 2.02018
ExpandProcedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
Detroit: Become HumanQuantic DreamInternal2018
ExpandThe Lighting Technology of Detroit: Become Human
Far Cry 5Ubisoft MontrealDunia Engine2018
ExpandWater Rendering in Far Cry 5
PrismataLunarch StudiosInternal2018
ExpandPlaying Your Cards Right: The Hierarchical Portfolio Search AI of Prismata
BelowCapybara GamesInternal2018
ExpandThe Rendering of Below
Shadow of the Colossus RemakeBluepointInternal2018
ExpandDF Tech Complete Analysis
DF Tech Interview
DF's Article
Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
Octopath TravelerSquare Enix, AcquireUE42018
ExpandDF Tech Analysis
DF PC vs Switch
Unreal Fest Europe 2019
Destiny 2BungieTiger Engine2017
ExpandGDC 2018: Physically Inspired Shading in 'Destiny 2'
Destiny's Multithreaded Rendering Architecture
GDC 17: Destiny Shader Pipeline
Minecraft (Bedrock)Mojang StudiosRenderDragon2017
ExpandFrame Analysis - RTX
Microsoft Game Dev
DF's Minecraft RTX Deep Dive
GTC 2020
Slime RancherMonomi ParkUnity2017
ExpandA frame of Slime Rancher
Divinity: Original Sin 2Larian StudiosDivinity Engine2017
ExpandDivine Fire: A deep dive into the VFX
Star Wars Battlefront IIEA DICE, Criterion Games, Motive StudiosFrostbite2017
ExpandBattlefront II Layered Explosion
Precomputed Global Illumination in Frostbite
Zelda: Breath of the WildNintendoInternal2017
ExpandThe Bling-Bling Offset
RIMETequila WorksUE42017
ExpandStylized VFX in RIME
Middle-earth: Shadow of WarMonolithLithtech2017
ExpandMiddle-earth: Shadow of War
FAITHAirdorf GamesUnity2017
ExpandMORTIS 101: 'FAITH's' Horror Design Toolkit
Assassin's Creed: OriginsUbisoft MontrealAnvilNext 2.02017
ExpandVirtual Insanity: Meta AI on Assassin's Creed: Origins
Battlefield 1DICEFrostbite 32017
Expand4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Mass Effect AndromedaBioWareFrostbite 32017
Expand4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Horizon: Zero DawnGuerrilla GamesDecima2017
Expand80lv'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
ExpandDeterministic vs. Replicated AI: Building the Battlefield of For Honor
Data-Driven Dynamic Gameplay Effects on For Honor
Injustice 2NetherRealm StudiosUE32017
Expand8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Night in the WoodsInfinite FallUnity2017
ExpandMaking Night in the Woods Better with Open Source
Resident Evil 7CapcomRE Engine2017
ExpandRE Engine Analysis
Next-Gen Ray Tracing and High Frame-Rate Implementation
Splatoon 2NintendoInternal2017
ExpandDatamining New Splatoon 2 Maps
Ranking System Analysis
Netcode and Matchmaking
How Does the Region Lock Work
The Mechanics of Clam Blitz
Escape From TarkovBattlestateUnity2017
ExpandGame Tech Overview
Hellblade: Senua's SacrificeNinja TheoryUE42017
ExpandDigital Humans: Crossing the Uncanny Valley in UE4
Doomid Softwareid Tech 62016
ExpandThe 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
ExpandAlain 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
ExpandKosmonaut's Blog
The WitnessTheklaInternal2016
ExpandThe Witness Frame Part 1
Dark MausDaniel WrightInternal2016
ExpandDark Maus: Topdown Trees
Gears of War 4The CoalitionUE42016
ExpandGDC Vault Gears of War 4
BattlebornGearbox SoftwareUE32016
ExpandThe VFX Process Behind 'Battleborn'
Mafia IIIHangar 13Illusion2016
ExpandTriage on the Front Line: Improving Mafia III AI in a Live Product
Final Fantasy 15Square Enix Business Division 2Luminous Studio2016
ExpandEos 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
ExpandCharacter Pipeline and Customization System for Far Cry Primal
Watch Dogs 2Ubisoft MontrealDisrupt2016
ExpandReplicating 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
ExpandEfficient Texture Streaming in Titanfall 2
Uncharted 4Naughty DogNaughty Dog Engine2016
ExpandThe Science of Off-Roading: Uncharted 4's 4x4
Dishonored 2Arkane StudiosVoid Engine2016
ExpandTaking Back What's Ours: The AI of Dishonored 2
Tom Clancy's The DivisionMassive EntertainmentSnowdrop2016
ExpandGlobal 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
ExpandForging The River in The Flame in The Flood
INSIDEPlaydeadUnity2016
ExpandTemporal Reprojection Anti-Aliasing in INSIDE
Low Complexity, High Fidelity: The Rendering of INSIDE
StellarisParadox Development StudioClausewitz Engine2016
ExpandCreating Complex AI Behavior in Stellaris Through Data-Driven Design
Total War: WarhammerCreative AssemblyWarscape2016
ExpandSiege Battle AI in Total War: Warhammer
No Man's SkyHello GamesInternal2016
ExpandContinuous World Generation in No Man's Sky
Building Worlds in No Man's Sky Using Math(s)
Dying LightTechlandChrome Engine 62015
ExpandDeferred rendering in Dying Light
The Witcher 3CD Projekt RedRED Engine 32015
ExpandMateusz's Blog
'Witcher 3' on the Nintendo Switch
Metal Gear Solid VKojima ProductionsFox Engine2015
ExpandGraphics Study
GDC 13
DigitalFoundry Tech Analysis
NVIDIA Performance Guide
Rise of the Tomb RaiderCrystal DynamicsFoundation Engine2015
ExpandThe Code Corsair
Yakuza 0Ryu Ga Gotoku StudioDragon Engine2015
ExpandFixing attempts for Yakuza 0
Waves 2: NotoriousRob "Squid" HaleUE42015
ExpandA Frame of Waves 2
Batman: Arkham KnightRocksteadyUE32015
ExpandUnmasking Arkham Knight
Fallout 4Bethesda Game StudiosCreation Engine2015
ExpandGame Art Tricks
Game Art Tricks
Assassin's Creed SyndicateUbisoft QuebecAnvilNext 22015
ExpandAssassin'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
ExpandTile-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
ExpandGeometry Caching Optimizations in Halo 5: Guardians
Just Cause 3Avalanche StudiosAvalanche Engine2015
ExpandTree's Company: Systemic AI Design in Just Cause 3
Rocket LeaguePsyonixUE32015
ExpandRocket 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
ExpandRendering Rainbow Six Siege
The Art of Destruction in Rainbow Six: Siege
Call of Duty: Black Ops IIITreyarchIW engine2015
ExpandFighting Latency on Call of Duty: Black Ops III
The Order: 1886Ready at DawnReady at Dawn Engine 4.02015
ExpandRendering 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
ExpandThe Code Corsair
Castlevania: Lords of Shadow 2MercurySteamMercury2014
ExpandThe Code Corsair
COD: Advanced WarfareSledgehammer GamesInternal2014
ExpandNext Generation Post Processing
Alien IsolationCreative AssemblyCustom2014
ExpandAlien vs Wolfenstein: Cutting Torch
Inside Alien Isolation Graphics
High Tech Fear: Alien Isolation
Wolfenstein: The New OrderMachineGamesid Tech 52014
ExpandAlien vs Wolfenstein: Cutting Torch
Adventure CapitalistHyper HippoUnity2014
ExpandAdventure Capitalist Postmortem or
Far Cry 4Ubisoft MontrealDunia Engine 22014
ExpandAdaptive 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
ExpandThe Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year
Assassin's Creed UnityUbisoft MontrealAnvilNext 2.02014
ExpandMassive Crowd on Assassin's Creed Unity: AI Recycling
Developing Systemic Crowd Events in Assassin's Creed Unity
SIGGRAPH 2015
TitanfallRespawn EntertainmentSource2014
ExpandExtreme SIMD: Optimized Collision Detection in Titanfall
DestinyBungieTiger Engine2014
ExpandTools-Based Rigging in Bungie's Destiny
Shared World Shooter: Destiny's Networked Mission Architecture
Metal Gear Solid Ground ZeroesKojima ProductionsFox Engine2014
ExpandPhotorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)
The Elder Scrolls OnlineZeniMax Online StudiosHavok2014
ExpandTech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline
Dragon Age InquisitionBioWareFrostbite 32014
ExpandGetting Inquisitive About the AI of Dragon Age Inquisition
Yandere SimulatorAlex Mahan (YandereDev)Unity2014
ExpandYandere Simulator Complete Source Code Analysis - Code Review
GTA 5Rockstar NorthRAGE2013
ExpandGame Art Tricks: Underestimated Glow
Game Art Tricks: The Wormy Fountain
Graphics Study
NVIDIA Performance Guide
Pokémon X/YGame FreakInternal2013
ExpandGame Art Tricks
Assassin's Creed: Black FlagUbisoft MontrealAnvilNext2013
ExpandBlack 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
ExpandDon't Starve & Diablo Parallax
Tomb Raider 9Crystal DynamicsCrystal2013
ExpandTomb Raider Lara's Hot Secrets
Hair in Tomb Raider
Bioshock InfiniteIrrational GamesUE32013
ExpandBioShock Infinite Lighting
Dead Space 3Visceral GamesFrostbite 32013
ExpandDead Space 3 Diffuse Reflections
Metal Gear RisingPlatinum qGamesInternal2013
ExpandMetal Gear Rising Slicing
The Last of UsNaughty DogInternal2013
ExpandLighting 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
ExpandRendering Battlefield 4 with Mantle by Yuriy ODonnell
Crysis 3CrytekCryEngine2013
ExpandCrafting the world of Crysis
Shining the Light on Crysis 3
Splinter Cell: BlacklistUbisoft TorontoUE2.52013
ExpandModeling AI Perception and Awareness in Splinter Cell: Blacklist
Forza Motorsport 5Turn 10 StudiosForzaTech2013
ExpandCapturing Reality: Gathering Reference for Forza Motorsport 5
Killer InstinctRare, Double Helix Games, Iron Galaxy Studios, Dlala StudiosHexEngine2013
ExpandDesigning AI for Killer Instinct
Path of ExileGrinding Gear GamesInternal2013
ExpandProcedural World Generation in Path of Exile
ExileCon Dev Talk - Creating Game Effects in Path of Exile
Diablo 3Blizzard Albany, Team 3Internal2012
ExpandGame Art Tricks
Game Art Tricks
Game Art Tricks
Game Art Tricks
007 Legends : MoonrakerEurocomUE32012
Expand007 Legends The World
Assassins Creed 3Ubisoft MontrealAnvilNext2012
ExpandAssassins Creed 3 Bouncing Light
Assassins Creed 3 LOD Blending
Rendering Assassin's Creed III
Hitman: AbsolutionIO InteractiveGlacier 22012
ExpandCreating the AI for the Characters of Hitman: Absolution
Ghost Recon Future SoldierUbisoft ParisInternal2012
ExpandA Different Approach for Continuous Physics in Ghost Recon Future Soldier
Blade & SoulNCSOFTUE32012
ExpandReinforcement 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
ExpandRobocalypse 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
ExpandWeb Page
Practical Applications of Compute for Simulation in Agni's Philosophy
JourneyThatgamecompanyPhyreEngine2012
ExpandSand Rendering in Journey
Batman : Arkham CityRocksteady StudiosUE32011
ExpandFroyok's Blog
Deus Ex: Human RevolutionEidos-MontréalCrystal2011
ExpandGraphics Study
GDC 2012
Reimagining a Classic: The Design
Building the Story-driven Experience
Game Art Tricks: Alpha Terrain
Binding of IsaacEdmund McMillen, Florian HimslFlash2011
ExpandBinding of Isaac Composition
Battlefield 3DICEFrostbite2011
ExpandCulling the Battlefield: Data Oriented Design in Practice
DirectX 11 Rendering in Battlefield 3
Crysis 2CrytekCryEngine 32011
ExpandCrysis 2 Multiplayer: A Programmer's Postmortem
Mortal KombatNetherRealm StudiosUE32011
Expand8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
SkylandersToys for BobInternal2011
ExpandSupercharged! Vehicle Physics in Skylanders
Portal 2ValveSource2011
ExpandMaking and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.
Water Flow in Portal 2.
God of War 3Santa Monica StudioInternal2010
ExpandMorphological 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
ExpandHat vs Hair
Starcraft 2Blizzard EntertainmentSC2 Engine2010
ExpandStarcraft 2 Localization
Battlefield Bad Company 2DICEFrostbite 1.52010
ExpandBattlefield Bad Company 2 Smoke Column
CityVilleZyngaFlash2010
ExpandCityVille: Lessons Learned & Tools Used
Dead Rising 2Capcom VancouverMT Framework2010
Expand1000s of Zombies, 1000s of Problems, 1000s of Dollars
Two Worlds IIReality PumpGRACE 22010
ExpandAdvanced Material
Skate 3EA Black BoxRenderWare2010
ExpandBuilding Game UI with Scaleform
World of Tanks: MercenariesWargamingBigWorld2010
ExpandBringing Replays to World of Tanks: Mercenaries
Assassin's Creed BrotherhoodUbisoft MontrealAnvil2010
ExpandAI & Animation in Assassin's Creed Brotherhood
Halo: ReachBungieHalo Engine2010
ExpandI Shot You First: Networking the Gameplay of Halo: Reach
ALAN WAKERemedyNorthlight2010
ExpandALAN WAKE: The Writer Who Made Us Rewrite Our Engine
Assassin's Creed IIUbisoft MontréalAnvil Engine2009
ExpandFroyok's Blog
Left 4 Dead 2ValveSource2009
ExpandLeft 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
ExpandBuilding 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
ExpandForza Motorsport 3 Audio Design
Velvet AssassinReplay StudiosUE32009
ExpandBuilding a Dynamic Lighting Engine
Dragon AgeBioWareFrostbite 32009
ExpandConnecting Players and Franchise Across Console Generations in the Dragon Age Keep
Halo WarsEnsemble Studios, 343 Industries, Creative AssemblyHavok2009
ExpandThe Terrain of Halo Wars
Final Fantasy 13Square EnixCrystal Tools2009
ExpandTech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
Fallout 3Bethesda Game StudiosGamebryo2008
ExpandGame Art Tricks
Digital Combat SimulatorEagle DynamicsInternal2008
ExpandDCS Frame Analysis
Mirror's EdgeDICEUE32008
ExpandHenrikgdc09 Compat
The Unique Lighting of Mirror's Edge
Sacred 2AscaronInternal2008
ExpandBurning Map Effect in Sacred 2
Pulse Shader in Sacred 2
Crystal Reflection in Sacred 2
Sacred 2 Fake Mirror
Battlefield Bad CompanyDICEFrostbite 1.02008
ExpandAudio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
Left 4 DeadValveSource2008
ExpandThe AI Systems of Left 4 Dead
Replayable Cooperative Game Design: Left 4 Dead
NARUTO: Ultimate Ninja STORMCyber Connect 2Internal2008
ExpandGDC: Cinematic Next-Generation Action NARUTO
Halo 3BungieInternal2007
ExpandLighting Research at Bungie
Supreme CommanderGas Powered GamesInternal2007
ExpandSupreme Commander Graphics Study
Wiki of Height Map
GameSpot's article
Enemy Territory: Quake WarsSplash Damageid Tech 42007
ExpandOblivion Territory Tree vs Palm
Bioshock2K Boston, 2K AustraliaUE2.52007
ExpandBioshock Glossiness
The Cutting Room Floor
CrysisCrytekCryEngine2007
ExpandCrysis Next Gen Effects
Crysis and DX10
The Crysis of Audio
S.T.A.L.K.E.R.GSC Game WorldX-Ray Engine2007
ExpandGPU Gems2: Chapter 9
Team Fortress 2ValveSource2007
ExpandLessons 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
ExpandIntegrating Narrative and Design: A Portal Post-Mortem
TES: OblivionBethesda Game StudiosGamebryo2006
ExpandOblivion Territory Tree vs Palm
Company of HeroesRelic EntertainmentEssence Engine2006
ExpandCompany of Heroes Flamethrower
Company of Heroes Shaded Smoke
Lost PlanetSpark Unlimited, Capcom, HexaDriveMT Framework2006
ExpandCEDEC 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
ExpandFroyok's Blog
DF Retro
Battlefield 2DICEFrostbite 22005
ExpandBattlefield 2 Flag Sound
Doom 3id Softwareid Tech 42004
ExpandGame Art Tricks
Game Art Tricks
Source code review
Vulkan Port
The DOOM III Network Architecture
World of WarcraftBlizzardInternal2004
ExpandWorld of Warcraft Balloon
Far CryCrytekCry Engine2004
ExpandFar Cry and DX9
Half-Life 2ValveSource2004
ExpandValve's Design Process for Creating Half-Life 2.
Physical Gameplay in Half-Life 2
Half-Life 2 / Valve Source Shading
EVE OnlineCCP GamesTrinity2003
ExpandQuasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC
Call of DutyInfinity Ward, Treyarch, Sledgehammer Games, Raven SoftwareIW engine, Treyarch NGL2003
ExpandAutomated Testing and Profiling for Call of Duty
Optimizing the UI’s CPU bound frame rate in Call of Duty
Eve OnlineCCP GamesTrinity2003
ExpandThe Benefits and Challenges of Supporting Third-Party Developers in Eve Online
Zelda - Wind WakerNintendo EADInternal2002
ExpandNathan 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
ExpandDivine Divinity 2D Reflexion
Warcraft 3BlizzardInternal2002
ExpandWarcraft 3 Billboards
HaloBungie, 343 IndustriesSlipspace Engine2001
ExpandRunning the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
Diablo 2Blizzard NorthInternal2000
ExpandDon't Starve & Diablo Parallax
1nsaneInvictus GamesInternal2000
Expand1nsane Carpet 2 Repetitive Worlds
Deus ExIon StormUE12000
ExpandDeus Ex Scanlines
Deus Ex Occlusion
Dungeon Keeper 2BullfrogInternal1999
ExpandWonky walls
Grid-based lighting
Age of EmpiresI&IIEnsemble StudiosGenie1999
ExpandGDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond
MiMazeChristophe DIOT and Laurent GAUTIERInternal1999
ExpandBucket Synchonization
Half-LifeValveGoldSrc1998
ExpandThe Cabal: Valve’s Design Process For Creating Half-Life
A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!
GoldenEye 007RareInternal1997
ExpandDF Retro EX
Panzer Dragoon SeriesTeam AndromedaInternal1995
ExpandClassic Game Postmortem
Super Mario Bros. 3NintendoSource1988
ExpandSuper Mario Bros. 3 - The Cutting Room Floor
Kid IcarusNintendo R&D1Internal1986
ExpandKid Icarus Tricks
FIFAEA VancouverFrostbiteN/A
ExpandHow FIFA Delivers Live Content to Users Fast
Path of Exile 2Grinding Gear GamesInternalN/A
ExpandThe rendering techniques of Path of Exile (Alexander Sannikov)

References


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