Awesome Game Analysis Save

a comprehensive collection of video game tech analysis resources

Project 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.

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Important: In order to maintain the structure of this repository, please don't directly make changes to the README.md file.

Contents


Analysis - Games

Game Developer Engine Year Analysis
Alan Wake 2 Remedy Northlight 2023
ExpandHow Northlight makes Alan Wake 2 shine
Developing Northlight: OpenUSD content workflows
Northlight in 2023
Starfield Bethesda Creation Engine 2 2023
ExpandDF Tech Review
Gameing Bolt Graphics Analysis
A Reddit user's tech analysis
Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX
Diablo 4 Blizzard Albany, Team 3 Internal 2023
ExpandBehind the Pretty Frames
Peeling Back The Varnish: The Graphics Of Diablo IV
Developers talk ray tracing
Final Fantasy 16 Square Enix Internal 2023
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 2023 Codemasters EGO 2023
ExpandPS5 vs Xbox Series X/S vs PC – Ray Tracing
Company of Heroes 3 Relic Entertainment Essence Engine 4.0 2023
ExpandCompany of Heroes 3 - From PC to Consoles
Resident Evil 4 Re Capcom RE Engine 2023
ExpandDF Tech Review
Horizon: Call of the Mountain Guerrilla Decima 2023
ExpandInside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown
Dead Space Remake Motive Studios Frostbite 2023
ExpandDF Tech Review
Hi-Fi Rush Tango Gameworks UE4 2023
ExpandDF Tech Review
CGWorldJP: Character, motion, and effects edition
CGWorldJP: Background/Lighting
Remnant2 Gunfire Games UE5 2023
ExpandRemnant 2 review – a war across worlds
Baldur's Gate 3 Larian Studios, Elverils Divinity 4.0 2023
ExpandDF Tech Review - Graphics Analysis + Optimised Settings
Immortals of Aveum Ascendant Studios UE5 2023
ExpandIMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE
Elden Ring FromSoftware Internal 2022
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
Pokémon Scarlet/Violet Game Freak Internal 2022
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 Arceus Game Freak Internal 2022
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 Ragnarok Santa Monica Studio Internal 2022
Expand'God of War Ragnarok's' Visual Scripting Solution
Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'
Rendering 'God of War Ragnarök'
Real-Time Neural Texture Upsampling in 'God of War Ragnarök'
A Deep Dive Into God of War Ragnarök's User Interface
Horizon Forbidden West Guerrilla Decima 2022
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'
The Quarry Supermassive Games UE4 2022
ExpandCase Study: Creating Realistic Facial Motion for 'The Quarry'
Forspoken Luminous Productions Luminous Engine 2022
ExpandDF Tech Review
Warhammer 40,000: Darktide Fatshark Internal 2022
ExpandHow FatShark constructed their central asset pipeline with Simplygon
Xenoblade Chronicles 3 Monolith Soft Internal 2022
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 7 Polyphony Digital Internal 2022
ExpandRendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation
The Callisto Protocol Striking Distance Studios UE4 2022
ExpandSIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx
Halo Infinite 343 Industries Slipspace 2021
ExpandOne Frame in 'Halo Infinite'
Diablo 2 Resurrected Blizzard, Vicarious Visions Internal 2021
ExpandDF Tech Analysis
An Overview of the 'Diablo II: Resurrected' Renderer
Knockout City Velan Studios Internal 2021
ExpandKnockout City's Parallel Play
Forza Horizon 5 Playground Games ForzaTech 2021
ExpandHow Parameters Drive the Particle Effects of 'Forza Horizon 5'
Returnal Housemarque UE4 2021
ExpandCan We Do It with Particles?: VFX Learnings from 'Returnal'
Ratchet and Clank: Rift Apart Insomniac Games Internal 2021
ExpandRecalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'
DF Blog
Far Cry 6 Ubisoft Toronto Dunia Engine 2021
ExpandSimulating Tropical Weather in 'Far Cry 6'
Dreamscaper Afterburner Studios UE4 2021
ExpandDreamscaper: Killer Combat on an Indie Budget
FIFA 22 EA Vancouver, EA Romania Frostbite 3 2021
Expand'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology
Dyson Sphere Program Youthcat Studio Unity 2021
Expandbirth-of-dyson-sphere
dyson-sphere-devlog-2
dyson-sphere-devlog-3
dyson-sphere-devlog-4
Cyberpunk 2077 CD Projekt Red REDengine 4 2020
Expandc0de517e
Hang Zhang's Blog
Shader Execution Reordering
Tech Focus: Cyberpunk 2077 RT Overdrive
Overdrive Technology Preview on RTX 4090
Doom Eternal id Software id Tech 7 2020
ExpandSimon Coenen's Blog
Mafia: Definitive Edition Hangar 13 Mafia III engine 2020
ExpandThe Code Corsair
Teardown Tuxedo Labs Internal 2020
ExpandFrame Teardown
Teardown Breakdown
Final Fantasy 7 Remake Square Enix UE4 2020
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 Tsushima Sucker Punch Internal 2020
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 Rift Riot Games Internal 2020
ExpandThe Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
Spelunky 2 Mossmouth, BlitWorks Internal 2020
ExpandBreaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'
Marvel's Spider-Man: Miles Morales Insomniac Games Internal 2020
ExpandAn Explosive New Spider-Man: Creating VFX for Miles Morales
Real-Time Cloth Solutions on 'Marvel's Spider-Man'
The Last of Us: Part II Naughty Dog Internal 2020
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
Noita Nolla Games Falling Everything 2020
Expand80lv's Interview
Dragon Ball Z Kakarot Cyber Connect 2 UE4 2020
ExpandThomas @ Stylized Station's Twitter thread
Death Stranding Kojima Productions Decima 2019
ExpandBehind the Pretty Frames
'Death Stranding': An AI Postmortem
DF Tech Review(PC)
DF Performance Analysis
Resident-evil II Re Capcom Division 1 RE Engine 2019
ExpandBehind the Pretty Frames
Anton Schreiner's Blog
Metro Exodus 4A Games 4A Engine 2019
ExpandAnton Schreiner's Blog
Balázs Török's Blog
Control Remedy Northlight Engine 2019
ExpandFrame Analysis
Destructible Environments in Control: Lessons in Procedural Destruction
Control PC's Stealth Upgrade
Mortal Kombat 11 NetherRealm Studios UE3 2019
ExpandFrame Analysis
A Plague Tale: Innocence Asobo Studio Internal 2019
ExpandDissecting A Plague Tale: Innocence
Gamingbolt Graphics Analysis
Star Wars Jedi: Fallen Order Respawn UE4 2019
ExpandAnalysis of Water Effects
Physical Animation in Star Wars Jedi: Fallen Order
Call of Duty: Modern Warfare Infinity Ward IW engine 2019
ExpandHandling Network Latency Variation in Call of Duty: Modern Warfare
Handling Network Latency Variation in Call of Duty: Modern Warfare
Gears of War 5 The Coalition UE5 2019
ExpandThe making of Gears 5: how the Coalition hit 60fps - and improved visual quality
Days Gone Bend Studio UE4 2019
ExpandSquad Coordination in Days Gone
Screen Space Shadows​
Sea of Solitude Jo-Mei Games Unity 2019
ExpandPaint It Black: The Art of 'Sea of Solitude'
Untitled Goose Game House House Unity 2019
ExpandGoogle Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
Tom Clancy's The Division 2 Massive Entertainment Snowdrop 2019
ExpandGame Server Performance on Tom Clancy's The Division 2
Super Mario Maker 2 Nintendo Internal 2019
ExpandWhat Cause Lag in Super Mario Maker 2's Online
Epitasis Epitasis Games UE4 2019
Expand80lv's Interview
God of War 4 Santa Monica Studio Internal 2018
ExpandRaising Atreus for Battle in God of War
Behind the Pretty Frames
Red Dead Redemption 2 Rockstar San Diego RAGE 2018
Expandimgeself's Blog
SIG 2019: Creating the Atmospheric World
Jurassic World: Evolution Frontier Cobra 2018
ExpandThe Code Corsair
Ni no Kuni II Level-5 Internal 2018
ExpandThomas' Blog
Shadows of the Tomb Raider Eidos-Montréal Foundation engine 2018
ExpandShadows of the Tomb Raider
Kingdom Come: Deliverance Warhorse Studios CryEngine 2018
ExpandAdaptive Clothing System in Kingdom Come: Deliverance
The Walking Dead: Our World Next Games Unity 2018
ExpandSocial Depth of Location-Based Play in 'The Walking Dead: Our World'
Just Cause 4 Avalanche Studios Apex 2018
ExpandBuilding a Mixing Sandbox for 'Just Cause 4'
Vehicle Physics and Tire Dynamics in Just Cause 4
Sea of Thieves Rare UE4 2018
ExpandAutomated Testing of Gameplay Features in 'Sea of Thieves'
Tetris Effect Monstars Inc. and Resonair UE4 2018
ExpandMaking 'Tetris Effect'-ive
Battlefield V DICE Frostbite 2018
ExpandAI for Testing: The Development of Bots that Play Battlefield V
It Just Works: Ray-Traced Reflections in Battlefield V
Marvel's Spider-Man Insomniac Games Internal 2018
ExpandMarvel's Spider-Man: Procedural Lighting Tools
Marvel's Spider-Man AI Postmortem
Marvel's Spider-Man: A Technical Postmortem
Frostpunk 11 bit studios Liquid Engine 2018
ExpandContent Fueled Gameplay Programming in Frostpunk
Astro Bot Rescue Mission SIE Japan Studio Internal 2018
ExpandTaming Technologies Behind Astro Bot Rescue Mission
Assassin's Creed Odyssey Ubisoft Quebec AnvilNext 2.0 2018
ExpandProcedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
Detroit: Become Human Quantic Dream Internal 2018
ExpandThe Lighting Technology of Detroit: Become Human
Far Cry 5 Ubisoft Montreal Dunia Engine 2018
ExpandWater Rendering in Far Cry 5
Prismata Lunarch Studios Internal 2018
ExpandPlaying Your Cards Right: The Hierarchical Portfolio Search AI of Prismata
Below Capybara Games Internal 2018
ExpandThe Rendering of Below
Shadow of the Colossus Remake Bluepoint Internal 2018
ExpandDF Tech Complete Analysis
DF Tech Interview
DF's Article
Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
Octopath Traveler Square Enix, Acquire UE4 2018
ExpandDF Tech Analysis
DF PC vs Switch
Unreal Fest Europe 2019
Destiny 2 Bungie Tiger Engine 2017
ExpandGDC 2018: Physically Inspired Shading in 'Destiny 2'
Destiny's Multithreaded Rendering Architecture
GDC 17: Destiny Shader Pipeline
Minecraft (Bedrock) Mojang Studios RenderDragon 2017
ExpandFrame Analysis - RTX
Microsoft Game Dev
DF's Minecraft RTX Deep Dive
GTC 2020
Slime Rancher Monomi Park Unity 2017
ExpandA frame of Slime Rancher
Divinity: Original Sin 2 Larian Studios Divinity Engine 2017
ExpandDivine Fire: A deep dive into the VFX
Star Wars Battlefront II EA DICE, Criterion Games, Motive Studios Frostbite 2017
ExpandBattlefront II Layered Explosion
Precomputed Global Illumination in Frostbite
Zelda: Breath of the Wild Nintendo Internal 2017
ExpandThe Bling-Bling Offset
RIME Tequila Works UE4 2017
ExpandStylized VFX in RIME
Middle-earth: Shadow of War Monolith Lithtech 2017
ExpandMiddle-earth: Shadow of War
FAITH Airdorf Games Unity 2017
ExpandMORTIS 101: 'FAITH's' Horror Design Toolkit
Assassin's Creed: Origins Ubisoft Montreal AnvilNext 2.0 2017
ExpandVirtual Insanity: Meta AI on Assassin's Creed: Origins
Battlefield 1 DICE Frostbite 3 2017
Expand4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Mass Effect Andromeda BioWare Frostbite 3 2017
Expand4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Horizon: Zero Dawn Guerrilla Games Decima 2017
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 Honor Ubisoft Montreal AnvilNext 2.0 2017
ExpandDeterministic vs. Replicated AI: Building the Battlefield of For Honor
Data-Driven Dynamic Gameplay Effects on For Honor
Injustice 2 NetherRealm Studios UE3 2017
Expand8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Night in the Woods Infinite Fall Unity 2017
ExpandMaking Night in the Woods Better with Open Source
Resident Evil 7 Capcom RE Engine 2017
ExpandRE Engine Analysis
Splatoon 2 Nintendo Internal 2017
ExpandDatamining New Splatoon 2 Maps
Ranking System Analysis
Netcode and Matchmaking
How Does the Region Lock Work
The Mechanics of Clam Blitz
Escape From Tarkov Battlestate Unity 2017
ExpandGame Tech Overview
Hellblade: Senua's Sacrifice Ninja Theory UE4 2017
ExpandDigital Humans: Crossing the Uncanny Valley in UE4
Doom id Software id Tech 6 2016
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
Overwatch Blizzard, Iron Galaxy Internal 2016
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 Shogun Mimimi Productions Unity 2016
ExpandKosmonaut's Blog
The Witness Thekla Internal 2016
ExpandThe Witness Frame Part 1
Dark Maus Daniel Wright Internal 2016
ExpandDark Maus: Topdown Trees
Gears of War 4 The Coalition UE4 2016
ExpandGDC Vault Gears of War 4
Battleborn Gearbox Software UE3 2016
ExpandThe VFX Process Behind 'Battleborn'
Mafia III Hangar 13 Illusion 2016
ExpandTriage on the Front Line: Improving Mafia III AI in a Live Product
Final Fantasy 15 Square Enix Business Division 2 Luminous Studio 2016
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 Primal Ubisoft Toronto Dunia Engine 2016
ExpandCharacter Pipeline and Customization System for Far Cry Primal
Watch Dogs 2 Ubisoft Montreal Disrupt 2016
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 2 Respawn Entertainment Source 2016
ExpandEfficient Texture Streaming in Titanfall 2
Uncharted 4 Naughty Dog Naughty Dog Engine 2016
ExpandThe Science of Off-Roading: Uncharted 4's 4x4
Dishonored 2 Arkane Studios Void Engine 2016
ExpandTaking Back What's Ours: The AI of Dishonored 2
Tom Clancy's The Division Massive Entertainment Snowdrop 2016
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 Flood The Molasses Flood UE4 2016
ExpandForging The River in The Flame in The Flood
INSIDE Playdead Unity 2016
ExpandTemporal Reprojection Anti-Aliasing in INSIDE
Low Complexity, High Fidelity: The Rendering of INSIDE
Stellaris Paradox Development Studio Clausewitz Engine 2016
ExpandCreating Complex AI Behavior in Stellaris Through Data-Driven Design
Total War: Warhammer Creative Assembly Warscape 2016
ExpandSiege Battle AI in Total War: Warhammer
No Man's Sky Hello Games Internal 2016
ExpandContinuous World Generation in No Man's Sky
Building Worlds in No Man's Sky Using Math(s)
The Witcher 3 CD Projekt Red RED Engine 3 2015
ExpandMateusz's Blog
'Witcher 3' on the Nintendo Switch
Metal Gear Solid V Kojima Productions Fox Engine 2015
ExpandGraphics Study
GDC 13
DigitalFoundry Tech Analysis
NVIDIA Performance Guide
Rise of the Tomb Raider Crystal Dynamics Foundation Engine 2015
ExpandThe Code Corsair
Yakuza 0 Ryu Ga Gotoku Studio Dragon Engine 2015
ExpandFixing attempts for Yakuza 0
Waves 2: Notorious Rob "Squid" Hale UE4 2015
ExpandA Frame of Waves 2
Batman: Arkham Knight Rocksteady UE3 2015
ExpandUnmasking Arkham Knight
Fallout 4 Bethesda Game Studios Creation Engine 2015
ExpandGame Art Tricks
Game Art Tricks
Assassin's Creed Syndicate Ubisoft Quebec AnvilNext 2 2015
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 Qud Freehold Games Unity 2015
ExpandTile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
End-to-End Procedural Generation in Caves of Qud
Halo 5: Guardians 343 Industries Halo engine 2015
ExpandGeometry Caching Optimizations in Halo 5: Guardians
Just Cause 3 Avalanche Studios Avalanche Engine 2015
ExpandTree's Company: Systemic AI Design in Just Cause 3
Rocket League Psyonix UE3 2015
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 Siege Ubisoft Montreal AnvilNext 2.0 2015
ExpandRendering Rainbow Six Siege
The Art of Destruction in Rainbow Six: Siege
Call of Duty: Black Ops III Treyarch IW engine 2015
ExpandFighting Latency on Call of Duty: Black Ops III
The Order: 1886 Ready at Dawn Ready at Dawn Engine 4.0 2015
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 Mordor Monolith Productions LithTech Jupiter EX 2014
ExpandThe Code Corsair
Castlevania: Lords of Shadow 2 MercurySteam Mercury 2014
ExpandThe Code Corsair
COD: Advanced Warfare Sledgehammer Games Internal 2014
ExpandNext Generation Post Processing
Alien Isolation Creative Assembly Custom 2014
ExpandAlien vs Wolfenstein: Cutting Torch
Inside Alien Isolation Graphics
High Tech Fear: Alien Isolation
Wolfenstein: The New Order MachineGames id Tech 5 2014
ExpandAlien vs Wolfenstein: Cutting Torch
Adventure Capitalist Hyper Hippo Unity 2014
ExpandAdventure Capitalist Postmortem or
Far Cry 4 Ubisoft Montreal Dunia Engine 2 2014
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 Pack Jackbox Games Internal 2014
ExpandThe Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year
Assassin's Creed Unity Ubisoft Montreal AnvilNext 2.0 2014
ExpandMassive Crowd on Assassin's Creed Unity: AI Recycling
Developing Systemic Crowd Events in Assassin's Creed Unity
SIGGRAPH 2015
Titanfall Respawn Entertainment Source 2014
ExpandExtreme SIMD: Optimized Collision Detection in Titanfall
Destiny Bungie Tiger Engine 2014
ExpandTools-Based Rigging in Bungie's Destiny
Shared World Shooter: Destiny's Networked Mission Architecture
Metal Gear Solid Ground Zeroes Kojima Productions Fox Engine 2014
ExpandPhotorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)
The Elder Scrolls Online ZeniMax Online Studios Havok 2014
ExpandTech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline
Dragon Age Inquisition BioWare Frostbite 3 2014
ExpandGetting Inquisitive About the AI of Dragon Age Inquisition
Yandere Simulator Alex Mahan (YandereDev) Unity 2014
ExpandYandere Simulator Complete Source Code Analysis - Code Review
GTA 5 Rockstar North RAGE 2013
ExpandGame Art Tricks: Underestimated Glow
Game Art Tricks: The Wormy Fountain
Graphics Study
NVIDIA Performance Guide
Pokémon X/Y Game Freak Internal 2013
ExpandGame Art Tricks
Assassin's Creed: Black Flag Ubisoft Montreal AnvilNext 2013
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 Starve Klei Entertainment Custom 2013
ExpandDon't Starve & Diablo Parallax
Tomb Raider 9 Crystal Dynamics Crystal 2013
ExpandTomb Raider Lara's Hot Secrets
Hair in Tomb Raider
Bioshock Infinite Irrational Games UE3 2013
ExpandBioShock Infinite Lighting
Dead Space 3 Visceral Games Frostbite 3 2013
ExpandDead Space 3 Diffuse Reflections
Metal Gear Rising Platinum qGames Internal 2013
ExpandMetal Gear Rising Slicing
The Last of Us Naughty Dog Internal 2013
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 4 DICE Frostbite 2013
ExpandRendering Battlefield 4 with Mantle by Yuriy ODonnell
Crysis 3 Crytek CryEngine 2013
ExpandCrafting the world of Crysis
Shining the Light on Crysis 3
Splinter Cell: Blacklist Ubisoft Toronto UE2.5 2013
ExpandModeling AI Perception and Awareness in Splinter Cell: Blacklist
Forza Motorsport 5 Turn 10 Studios ForzaTech 2013
ExpandCapturing Reality: Gathering Reference for Forza Motorsport 5
Killer Instinct Rare, Double Helix Games, Iron Galaxy Studios, Dlala Studios HexEngine 2013
ExpandDesigning AI for Killer Instinct
Path of Exile Grinding Gear Games Internal 2013
ExpandProcedural World Generation in Path of Exile
ExileCon Dev Talk - Creating Game Effects in Path of Exile
Diablo 3 Blizzard Albany, Team 3 Internal 2012
ExpandGame Art Tricks
Game Art Tricks
Game Art Tricks
Game Art Tricks
007 Legends : Moonraker Eurocom UE3 2012
Expand007 Legends The World
Assassins Creed 3 Ubisoft Montreal AnvilNext 2012
ExpandAssassins Creed 3 Bouncing Light
Assassins Creed 3 LOD Blending
Rendering Assassin's Creed III
Hitman: Absolution IO Interactive Glacier 2 2012
ExpandCreating the AI for the Characters of Hitman: Absolution
Ghost Recon Future Soldier Ubisoft Paris Internal 2012
ExpandA Different Approach for Continuous Physics in Ghost Recon Future Soldier
Blade & Soul NCSOFT UE3 2012
ExpandReinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'
Counter-Strike: Global Offensive Valve Corporation, Hidden Path Entertainment Source 2012
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 Enix Luminous Studio 2012
ExpandWeb Page
Practical Applications of Compute for Simulation in Agni's Philosophy
Journey Thatgamecompany PhyreEngine 2012
ExpandSand Rendering in Journey
Batman : Arkham City Rocksteady Studios UE3 2011
ExpandFroyok's Blog
Deus Ex: Human Revolution Eidos-Montréal Crystal 2011
ExpandGraphics Study
GDC 2012
Reimagining a Classic: The Design
Building the Story-driven Experience
Game Art Tricks: Alpha Terrain
Binding of Isaac Edmund McMillen, Florian Himsl Flash 2011
ExpandBinding of Isaac Composition
Battlefield 3 DICE Frostbite 2011
ExpandCulling the Battlefield: Data Oriented Design in Practice
DirectX 11 Rendering in Battlefield 3
Crysis 2 Crytek CryEngine 3 2011
ExpandCrysis 2 Multiplayer: A Programmer's Postmortem
Mortal Kombat NetherRealm Studios UE3 2011
Expand8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
Skylanders Toys for Bob Internal 2011
ExpandSupercharged! Vehicle Physics in Skylanders
Portal 2 Valve Source 2011
ExpandMaking and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.
Water Flow in Portal 2.
God of War 3 Santa Monica Studio Internal 2010
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 II 2K Czech Internal 2010
ExpandHat vs Hair
Starcraft 2 Blizzard Entertainment SC2 Engine 2010
ExpandStarcraft 2 Localization
Battlefield Bad Company 2 DICE Frostbite 1.5 2010
ExpandBattlefield Bad Company 2 Smoke Column
CityVille Zynga Flash 2010
ExpandCityVille: Lessons Learned & Tools Used
Dead Rising 2 Capcom Vancouver MT Framework 2010
Expand1000s of Zombies, 1000s of Problems, 1000s of Dollars
Two Worlds II Reality Pump GRACE 2 2010
ExpandAdvanced Material
Skate 3 EA Black Box RenderWare 2010
ExpandBuilding Game UI with Scaleform
World of Tanks: Mercenaries Wargaming BigWorld 2010
ExpandBringing Replays to World of Tanks: Mercenaries
Assassin's Creed Brotherhood Ubisoft Montreal Anvil 2010
ExpandAI & Animation in Assassin's Creed Brotherhood
Halo: Reach Bungie Halo Engine 2010
ExpandI Shot You First: Networking the Gameplay of Halo: Reach
ALAN WAKE Remedy Northlight 2010
ExpandALAN WAKE: The Writer Who Made Us Rewrite Our Engine
Assassin's Creed II Ubisoft Montréal Anvil Engine 2009
ExpandFroyok's Blog
Left 4 Dead 2 Valve Source 2009
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 Legends Riot Games Internal 2009
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 3 Turn 10 Studios ForzaTech 2009
ExpandForza Motorsport 3 Audio Design
Velvet Assassin Replay Studios UE3 2009
ExpandBuilding a Dynamic Lighting Engine
Dragon Age BioWare Frostbite 3 2009
ExpandConnecting Players and Franchise Across Console Generations in the Dragon Age Keep
Halo Wars Ensemble Studios, 343 Industries, Creative Assembly Havok 2009
ExpandThe Terrain of Halo Wars
Final Fantasy 13 Square Enix Crystal Tools 2009
ExpandTech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics
Fallout 3 Bethesda Game Studios Gamebryo 2008
ExpandGame Art Tricks
Digital Combat Simulator Eagle Dynamics Internal 2008
ExpandDCS Frame Analysis
Mirror's Edge DICE UE3 2008
ExpandHenrikgdc09 Compat
The Unique Lighting of Mirror's Edge
Sacred 2 Ascaron Internal 2008
ExpandBurning Map Effect in Sacred 2
Pulse Shader in Sacred 2
Crystal Reflection in Sacred 2
Sacred 2 Fake Mirror
Battlefield Bad Company DICE Frostbite 1.0 2008
ExpandAudio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
Left 4 Dead Valve Source 2008
ExpandThe AI Systems of Left 4 Dead
Replayable Cooperative Game Design: Left 4 Dead
NARUTO: Ultimate Ninja STORM Cyber Connect 2 Internal 2008
ExpandGDC: Cinematic Next-Generation Action NARUTO
Halo 3 Bungie Internal 2007
ExpandLighting Research at Bungie
Supreme Commander Gas Powered Games Internal 2007
ExpandSupreme Commander Graphics Study
Wiki of Height Map
GameSpot's article
Enemy Territory: Quake Wars Splash Damage id Tech 4 2007
ExpandOblivion Territory Tree vs Palm
Bioshock 2K Boston, 2K Australia UE2.5 2007
ExpandBioshock Glossiness
The Cutting Room Floor
Crysis Crytek CryEngine 2007
ExpandCrysis Next Gen Effects
Crysis and DX10
The Crysis of Audio
S.T.A.L.K.E.R. GSC Game World X-Ray Engine 2007
ExpandGPU Gems2: Chapter 9
Team Fortress 2 Valve Source 2007
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
Portal Valve Source 2007
ExpandIntegrating Narrative and Design: A Portal Post-Mortem
TES: Oblivion Bethesda Game Studios Gamebryo 2006
ExpandOblivion Territory Tree vs Palm
Company of Heroes Relic Entertainment Essence Engine 2006
ExpandCompany of Heroes Flamethrower
Company of Heroes Shaded Smoke
Lost Planet Spark Unlimited, Capcom, HexaDrive MT Framework 2006
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 Colossus Japan Studio, Team Ico Internal 2005
ExpandFroyok's Blog
DF Retro
Battlefield 2 DICE Frostbite 2 2005
ExpandBattlefield 2 Flag Sound
Doom 3 id Software id Tech 4 2004
ExpandGame Art Tricks
Game Art Tricks
Source code review
Vulkan Port
The DOOM III Network Architecture
World of Warcraft Blizzard Internal 2004
ExpandWorld of Warcraft Balloon
Far Cry Crytek Cry Engine 2004
ExpandFar Cry and DX9
Half-Life 2 Valve Source 2004
ExpandValve's Design Process for Creating Half-Life 2.
Physical Gameplay in Half-Life 2
Half-Life 2 / Valve Source Shading
EVE Online CCP Games Trinity 2003
ExpandQuasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC
Call of Duty Infinity Ward, Treyarch, Sledgehammer Games, Raven Software IW engine, Treyarch NGL 2003
ExpandAutomated Testing and Profiling for Call of Duty
Eve Online CCP Games Trinity 2003
ExpandThe Benefits and Challenges of Supporting Third-Party Developers in Eve Online
Zelda - Wind Waker Nintendo EAD Internal 2002
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 Divinity Larian Studios Internal 2002
ExpandDivine Divinity 2D Reflexion
Warcraft 3 Blizzard Internal 2002
ExpandWarcraft 3 Billboards
Halo Bungie, 343 Industries Slipspace Engine 2001
ExpandRunning the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
Diablo 2 Blizzard North Internal 2000
ExpandDon't Starve & Diablo Parallax
1nsane Invictus Games Internal 2000
Expand1nsane Carpet 2 Repetitive Worlds
Deus Ex Ion Storm UE1 2000
ExpandDeus Ex Scanlines
Deus Ex Occlusion
Dungeon Keeper 2 Bullfrog Internal 1999
ExpandWonky walls
Grid-based lighting
Age of EmpiresI&II Ensemble Studios Genie 1999
ExpandGDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond
MiMaze Christophe DIOT and Laurent GAUTIER Internal 1999
ExpandBucket Synchonization
Half-Life Valve GoldSrc 1998
ExpandThe Cabal: Valve’s Design Process For Creating Half-Life
A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!
GoldenEye 007 Rare Internal 1997
ExpandDF Retro EX
Panzer Dragoon Series Team Andromeda Internal 1995
ExpandClassic Game Postmortem
Super Mario Bros. 3 Nintendo Source 1988
ExpandSuper Mario Bros. 3 - The Cutting Room Floor
Kid Icarus Nintendo R&D1 Internal 1986
ExpandKid Icarus Tricks
FIFA EA Vancouver Frostbite N/A
ExpandHow FIFA Delivers Live Content to Users Fast
Path of Exile 2 Grinding Gear Games Internal N/A
ExpandThe rendering techniques of Path of Exile (Alexander Sannikov)

References


Contributing


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