Created
November 2, 2016 15:53
-
-
Save dimmduh/cefb0d7a2d4d40ac61084cbf5c0ab3e2 to your computer and use it in GitHub Desktop.
gdc links backup
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<div class="entry-content"> | |
<p>(last update: May 20, 2016)</p> | |
<p>This year’s GDC was awesome. Some amazing presentations and again I could chat with super-smart and inspiring people. Be sure to check out <a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf">“Advanced Techniques and Optimization of HDR Color Pipelines”</a>, <a href="http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/">“Optimizing the Graphics Pipeline with Compute”</a> and <a href="http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/">“Photogrammetry and Star Wars Battlefront”</a> . Growing list of presentations:</p> | |
<h1>Programming Track</h1> | |
<ul> | |
<li><a href="http://wili.cc/research/northlight_dx12/GDC16_Timonen_Northlight_DX12.pptx">“Developing The Northlight Engine: Lessons Learned”</a> – Ville Timonen (Remedy Entertainment)</li> | |
<li><a href="http://htmlpreview.github.io/?https://cdn.rawgit.com/niklasfrykholm/gdc-2016-technical-introduction-to-stingray/34d63aef8b5847858b25dd97b0e19f1557d92aa7/index.babel.html">“Technical Introduction to the Stingray Game Engine”</a> – Niklas Frykholm (Autodesk)</li> | |
<li><a href="http://oxidegames.com/wp-content/uploads/2016/03/Object-Space-Lighting-Rev-21.pptx">“Object Space Rendering in DirectX 12”</a> – Dan Baker (Oxide Games)</li> | |
<li><a href="http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/">“Optimizing the Graphics Pipeline with Compute”</a> – Graham Wihlidal (Frostbite)</li> | |
<li><a href="https://deplinenoise.files.wordpress.com/2016/03/gdc16_fredriksson_jaguar.pdf">“Taming the Jaguar”</a> – Andreas Fredriksson (Insomniac Games)</li> | |
<li><a href="http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016.pdf">“Advanced VR Rendering Performance”</a> – Alex Vlachos (Valve)</li> | |
<li><a href="https://knarkowicz.files.wordpress.com/2016/03/knarkowicz_realtime_bc6h_gdc_2016.pdf">“Real-time BC6H Compression on GPU”</a> – Krzysztof Narkowicz (Flying Wild Hog)</li> | |
<li><a href="http://assemblyrequired.crashworks.org/support-page-for-gdc16-tldr-statistics/">“TLDR Statistics for Game Devs. The math you need to win arguments”</a> – Elan Ruskin (Insomniac Games)</li> | |
<li><a href="https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf">“Temporal Reprojection Anti-Aliasing in INSIDE”</a> –<br> | |
Lasse Jon Fuglsang Pedersen (Playdead)</li> | |
<li><a href="https://www.dropbox.com/s/ud1x6e0e13u8qh9/akaplanyan_specular_aa.pdf">“Stable Specular Hightlights”</a> (<a href="https://www.dropbox.com/s/ud1x6e0e13u8qh9/akaplanyan_specular_aa.pdf">pdf with notes</a>, <a href="https://www.dropbox.com/s/399wqjx05a33p97/akaplanyan_specular_aa.pptx">large pptx with videos</a>) – Anton S. Kaplanyan (NVIDIA)</li> | |
<li><a href="http://www.huwbowles.com/fpi-gdc-2016/">“Fixed Point Iteration – A Simple, Efficient and Useful Solver”</a> – Huw Bowles (Studio Gobo)</li> | |
<li><a href="http://www.duskborn.com/wp-content/uploads/2015/03/AnIntroductionToSPIR-V.pdf">“An Introduction to SPIR-V”</a> – Neil Henning</li> | |
<li><a href="https://www.dropbox.com/sh/dmye840y307lbpx/AAAQpC0MxMbuOsjm6XmTPgFJa">“An Excursion in Temporal Supersampling”</a> – Marco Salvi (NVIDIA)</li> | |
<li><a href="http://www.slideshare.net/UmbraSoftware/gdc16-improving-geometry-culling-for-deus-ex-mankind-divided-by-nicolas-trudel">“Improving Geometry Culling for ‘Deus Ex: Mankind Divided'”</a> – Nicolas Trudel (Eidos-Montréal)</li> | |
<li><a href="https://developer.nvidia.com/VolumetricLighting">“Fast, Flexible, Physically-Based Volumetric Light Scattering”</a> – Nathan Hoobler (NVIDIA)</li> | |
<li><a href="https://www.youtube.com/watch?v=BXcw2IrIinc">“Building Paragon in Unreal Engine 4”</a> – Benn Gallagher, Martin Mittring (Epic Games)</li> | |
<li><a href="https://software.intel.com/sites/default/files/managed/20/d5/2016_GDC_Optimizations-and-DirectX-features-in-JC3_v0-92_X.pdf">“More Explosions, More Chaos, and Definitely More Blowing Stuff Up: Optimizations and New DirectX Features in ‘Just Cause 3′”</a> – Emil Persson (Avalanche Studios), Antoine Cohade (Intel)</li> | |
<li><a href="https://www.youtube.com/watch?v=dcDDvoauaz0">“DirectX 12 Advancements”</a> (<a href="https://onedrive.live.com/?cid=a4b88088c01d9e9a&id=A4B88088C01D9E9A%21170&authkey=%21AFU3moSbUzyUgaE">pdf</a>, <a href="https://www.youtube.com/watch?v=dcDDvoauaz0">video</a>) – Max McMullen (Microsoft)</li> | |
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/1_PowerVR%20Graphics%20Keynote%20%E2%80%93%20latest%20developments%20and%20future%20plans%2C10.00-11.00%2CKB8c.pdf">“PowerVR Graphics – Latest Developments and Future Plans”</a> – Kristof Beets (Imagination Technologies)</li> | |
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/2_Ray%20Tracing%20API%20Overview.pdf">“Ray Tracing on the Wizard GPU”</a> – Luke Peterson, Tobias Hector (Imagination Technologies)</li> | |
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/3_Real-time%20ray%20tracing%20techniques%20for%20developers.pdf">“Real-Time Ray Tracing Rechniques for Developers”</a> – James Rumble (Imagination Technologies)</li> | |
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/4_LightMapping.pdf">“Interactive Light Mapping with PowerVR Ray Tracing”</a> – Jens Fursund, Justin DeCell (Imagination Technologies)</li> | |
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/5_AdvancedRayTracing.pdf">“Advanced Topics for PowerVR Ray Tracing”</a> – Gareth Morgan, Luke Peterson (Imagination Technologies)</li> | |
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/6_Efficient%20rendering%20with%20Vulkan%20on%20PowerVR.pdf">“Efficient Rendering with Vulkan on PowerVR”</a> – Ashley Smith, Tobias Hector (Imagination Technologies)</li> | |
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/7_FrameworkIDC16.pdf">“Migrating to Vulkan with the New PowerVR Graphics Framework”</a> – Paul Sobek, Tobias Hector (Imagination Technologies)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Practical_DX12_Programming_Model_and_Hardware_Capabilities.pdf">“Practical DirectX 12 – Programming Model and Hardware Capabilities”</a> – Gareth Thomas (AMD), Alex Dunn (NVIDIA)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/VulkanFastPaths.pdf">“Vulkan Fast Paths”</a> – Graham Sellers, Timothy Lottes, Matthäus Chajdas (AMD)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Let_your_game_shine_optimizing_DirectX-12_and_Vulkan-performance_with_AMD_CodeXL.pdf">“Let Your Game Shine – Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL”</a> – Doron Ofek (AMD)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GDC_2016_D3D12_Right_On_Queue_final.pdf">“Right on Queue: Advanced DirectX 12 Programming”</a> – Stephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/d3d12_vulkan_lessons_learned.pdf">“D3D12 & Vulkan: Lessons Learned”</a> – Matthaeus Chajdas (AMD)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf">“Advanced Techniques and Optimization of HDR Color Pipelines”</a> – Timothy Lottes (AMD)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/LiquidVR_GDC2016_final.pdf">“LiquidVR™ Today and Tomorrow”</a> – Guennadi Riguer (AMD)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/MULTIPLATFORM-GPU-RAY-TRACING-SOLUTIONS-WITH-FIRERENDER-AND-FIRERAYS.pdf">“Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays”</a> – Takahiro Harada, Dmitry Kozlov (AMD)</li> | |
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Unlocking_Game_Dev_with_OpenSource_GDC16.pdf">“GPUOpen – Unlocking Game Development with Open Source”</a> – Nicolas Thibieroz (AMD), Jason Stewart (AMD), Dmitry Kozlov (AMD), Doron Ofek (AMD), Jean-Normand Bucci (Eidos Montreal)</li> | |
<li><a href="https://drive.google.com/file/d/0B3USS2EfBt-tSk9TQ0dSSXR1R2M/view">“Rendering ‘Hitman’ with DirectX 12”</a> – Jonas Meyer (IO Interactive)</li> | |
<li><a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pdf">“Low Complexity, High Fidelity – INSIDE Rendering”</a> (<a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pdf">pdf</a>, <a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pptx">huge pptx with videos</a>) – Mikkel Gjoel, Mikkel Svendsen “Playdead”</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/mschott_lbishop_gl_vulkan.pdf">“High-performance, Low-Overhead Rendering with OpenGL and Vulkan”</a> – Mathias Schott, Lars Bishop (NVIDIA)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/AdvancedRenderingwithDirectX11andDirectX12.pdf">“Advanced Rendering with DirectX 11 and DirectX 12”</a> – Holger Gruen (NVIDIA)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/jstory_hfts.pdf">“Advanced Geometrically Correct Shadows for Modern Game Engines”</a> – Jon Story (NVIDIA)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/atatarinov_alpanteleev_advanced_ao.pdf">“Advanced Ambient Occlusion Methods for Modern Games”</a> – Andrei Tatarinov, Alexey Panteleev (NVIDIA)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/tfoley_shader_programming.pdf">“Shader Programming: What’s Next?”</a> – Tim Foley (NVIDIA)</li> | |
</ul> | |
<h1>Math for Game Programmers</h1> | |
<ul> | |
<li><a href="http://www.mathforgameprogrammers.com/">Math For Game Programmers website</a></li> | |
<li><a href="http://piratehearts.com/files/KylePittmanBuildingABetterJump.pptx">“Math for Game Programmers: Building A Better Jump”</a> – (<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pptx">pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pdf">pdf</a>) Kyle Pittman (Minor Key Games)</li> | |
<li>“<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Eiserloh_Squirrel_JuicingYourCameras.pptx">Math for Game Programmers: Juicing Your Cameras With Math”</a> (<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Eiserloh_Squirrel_JuicingYourCameras.pptx">pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pdf">pdf</a>) – Squirrel Eiserloh (SMU Guildhall)</li> | |
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Cat_Dr_RandomTidbits.pptx">“Math for Game Programmers: Random Tidbits: Use Chance to Enhance Fun!”</a> – Dr. Cat (Dragon’s Eye Productions)</li> | |
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Birke_Chris_ImplicitFunctionRaytracing.pdf">“Math for Game Programmers: Implicit Function Raytracing”</a> – Chris Birke (Secant Astronomy)</li> | |
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Sturtevant_Nathan_IndexingDesignSpaces.pdf">“Math for Game Programmers: Indexing and Iterating Design Space Permutations”</a> – Nathan Sturtevant (University of Denver / NS Software)</li> | |
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf">“Math for Game Programmers: Voxel Surfing”</a> (<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pptx">large pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf">pdf</a>) – Michael Austin (Hidden Path Entertainment)</li> | |
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Vining_Nicholas_DifferentialCoordinatesLaplacians.pptx">“Math for Game Programmers: Differential Coordinates and Laplacians”</a> – Nicholas Vining (Gaslamp Games)</li> | |
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Strange_Simon_SphericalCoordinates.ppt">“Math for Game Programmers: Fighting With Spherical Coordinates For Military Training”</a> – Simon Strange (Pipeworks)</li> | |
<li><a href="http://www.mathforgameprogrammers.com/GDC2016_VanDenBergen_Gino_RotationalJointLimits.pdf">“Math for Game Programmers: Rotational Joint Limits in Quaternion Space”</a> – Gino Van den Bergen (Dtecta)</li> | |
</ul> | |
<h1>Visual Arts Track</h1> | |
<ul> | |
<li><a href="https://www.youtube.com/watch?v=ILacgSf1vck">“Digital Humans: Crossing the Uncanny Valley in Unreal Engine 4”</a> (<a href="https://cdn2.unrealengine.com/Resources/files/GDC2016_Senua-824839771.pptx">pptx</a>, <a href="https://www.youtube.com/watch?v=ILacgSf1vck">video</a>)- (Epic Games)</li> | |
<li><a href="https://www.youtube.com/watch?v=_wKOTmcHI84">“A Real-Time Rendered Future”</a> – (Epic Games)</li> | |
<li><a href="http://www.drewskillman.com/gdc2016_vfxroundtable.pdf">“Visual Effects Roundtable”</a> – Drew Skillman (Google)</li> | |
<li><a href="http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/">“Photogrammetry and Star Wars Battlefront”</a> – Kenneth Brown, Andrew Hamilton (DICE)</li> | |
<li><a href="http://www.slideshare.net/wesmcdermott9/gdc-2016-endtoend-approach-to-physically-based-rendering">“End-to-End Approach to Physically Based Rendering”</a> – Wes McDermott (Allegorithmic), Sam Bugden (Geomerics)</li> | |
<li><a href="http://www.frostbite.com/2016/04/lighting-the-city-of-glass/">“Lighting the City of Glass – Rendering ‘Mirror’s Edge: Catalyst'”</a> – Fabien Christin (EA DICE)</li> | |
<li><a href="https://www.youtube.com/watch?v=rFZxj2RG_Vg">“Substance in Rainbow Six: Siege”</a> – Lucas Granito (Ubisoft Montreal)</li> | |
<li><a href="https://www.youtube.com/watch?v=aZJQuHZQakQ">“Technical Art Culture of ‘Uncharted 4′”</a> – Andrew Maximov (Naughty Dog)</li> | |
<li><a href="http://alsber.com/">“IK Rig: Procedural Pose Animation”</a> (<a href="http://alsber.com/">website</a>, <a href="http://tinyurl.com/jr45lgy">huge pptx</a>)- Alexander Bereznyak (Ubisoft)</li> | |
</ul> | |
<h1>Production Track</h1> | |
<ul> | |
<li><a href="https://www.dropbox.com/s/mz0nwn61lir3vk5/Great%20Management%20of%20Technical%20Leads.pptx?dl=0">“Great Management of Technical Leads”</a> – Mike Acton (Insomniac Games)</li> | |
<li><a href="https://www.dropbox.com/s/sj1z2pa2phfb6gk/GameOutcomes_GDCTalk_2016_PaulTozour.pptx">“The Game Outcomes Project: How Teamwork, Leadership and Culture Drive Results”</a> – Paul Tozour (Mothership Entertainment)</li> | |
<li><a href="http://www.p1xelcoder.com/resources/GDC_2016_Lead_the_way_A_practical_guide_to_team_leadership.pdf">“Lead the Way! A Practical Guide to Team Leadership”</a> – Oliver Franzke (Double Fine Productions)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/mkraemer_mdl_in_substance.pdf">“Give life to your 3D art with MDL and NVIDIA Iray in Substance Painter”</a> – Manuel Kraemer (NVIDIA)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/cem_vrworks.pdf">“Rendering Faster and Better with NVIDIA GameWorks VR in UE4”</a> – Cem Cebenoyan (NVIDIA)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/Vulkan_Essentials_GDC16_tlorach.pdf">“Vulkan and NVIDIA The Essentials”</a> – Tristan Lorach (NVIDIA)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/lbishop_android_gaming.pdf">“Android TV Gaming: Designing (and Programming) for Success on Marshmallow”</a> – Lars Bishop (NVIDIA)</li> | |
</ul> | |
<h1>Design Track</h1> | |
<ul> | |
<li><a href="https://www.dropbox.com/s/o6mikd7lm0tagk8/Chyr_William_LevelDesignIn.pdf">“Level Design Workshop: Level Design in Impossible Geometry”</a> – William Chyr (Independent)</li> | |
<li><a href="http://media.obsidian.net/eternity/media/misc/pe-jsawyer-gods-and-dumps.pdf">“Gods and Dumps: Attribute Tuning in Pillars of Eternity”</a> – Josh Sawyer (Obsidian Entertainment)</li> | |
<li><a href="http://naimadgames.com/publications.html">“Forging The River in “The Flame in The Flood”</a> – Damian Isla (The Molasses Flood)</li> | |
<li><a href="http://www.slideshare.net/JoelBurgess/gdc-2016-modular-level-design-of-fallout-4">“‘Fallout 4’s’ Modular Level Design”</a> – Joel Burgess, Nathan Purkeypile (Bethesda Game Studios)</li> | |
<li><a href="http://www.slideshare.net/AnthonyPecorella/idle-chatter-gdc-2016-59734260">“Idle Chatter: What We Can Learn From Self-Playing Games”</a> – Anthony Pecorella (Kongregate)</li> | |
<li><a href="https://www.youtube.com/watch?v=Vjhcc-qKUJM">“The Future of Virtual Reality: Luminary Panel Discussion”</a> – (Epic Games)</li> | |
<li><a href="http://celiahodent.com/the-gamers-brain-part-2-gdc16/">“The Gamer’s Brain, Part 2: UX of Onboarding and Player Engagement”</a> – Celia Hodent (Epic Games)</li> | |
</ul> | |
<h1>Game VR/AR Track</h1> | |
<ul> | |
<li><a href="http://www.slideshare.net/jesseschell/40-vrar-predictions-gdc-2016">“Forty Predictions for VR/AR through 2025”</a> – Jesse Schell (Schell Games)</li> | |
<li><a href="https://drive.google.com/file/d/0B8U5MJ4Ll3Eid0w4S3NvZDNzNXM/view">“Fast and Flexible: Technical Art and Rendering For The Unknown”</a> – James Answer (Sony London Studio)</li> | |
</ul> | |
<h1>Business Track</h1> | |
<ul> | |
<li><a href="https://www.youtube.com/watch?v=x27orNODd18">“Game Developers Town Hall”</a> – (Epic Games)</li> | |
<li><a href="https://www.youtube.com/watch?v=_veq6Q51Zlg">“State of Unreal: Epic Games Opening Session”</a> – Tim Sweeney (Epic Games)</li> | |
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/GFN_GDC.pdf">“Streaming Games from the Cloud with GeForce NOW”</a> – Phil Eisler (NVIDIA)</li> | |
</ul> | |
<h1>AI Summit</h1> | |
<ul> | |
<li><a href="http://naimadgames.com/publications.html">“AI For Generated Worlds”</a> – Damian Isla (The Molasses Flood)</li> | |
</ul> | |
<h1>Game Narrative Sumit</h1> | |
<ul> | |
<li><a href="https://docs.google.com/presentation/d/1J15TXpHKWAgb-ZsJ0MfuJBrOt8Xk8-m6Y_fPdHV9Mdg/edit">“Choice, Consequence and Complicity”</a> – Alexis Kennedy (Failbetter Games)</li> | |
<li><a href="http://paranoidproductions.com/miscwritings/DynamicStoriesForDynamicGamesW.ppt">“Dynamic Stories for Dynamic Games: Six Ways to Give Each Player a Unique Narrative”</a> – Richard Rouse III (Paranoid Productions)</li> | |
<li><a href="http://paranoidproductions.com/miscwritings/GDCNarrativeInnovationTalk-WhatIfW.ppt">“What If: The Church in The Darkness”</a> – Richard Rouse III (Paranoid Productions)</li> | |
</ul> | |
<h1>Independent Games Summit</h1> | |
<ul> | |
<li><a href="https://dl.dropboxusercontent.com/u/3116524/Compton_Kate_TechToolBox.pdf">“Tracery generating text, graphics, and more!”</a> – Kate Compton (Independent)</li> | |
<li><a href="https://www.dropbox.com/s/by3zzg35v67lh31/Cornut_Omar_Making_Your_Own_Tools.pdf">“Making Your Own Tools & Hidden Benefits”</a> – Omar Cornut (Lizardcube)</li> | |
</ul> | |
<h1>Presentation Coverage</h1> | |
<ul> | |
<li><a href="http://www.dualshockers.com/2016/03/15/ubisoft-introduces-motion-matching-the-first-step-to-next-gen-animation/">“Motion Matching and The Road to Next-Gen Animation”</a> – Simon Clavet (Ubisoft Montreal)</li> | |
<li><a href="http://www.dualshockers.com/2016/03/17/directx-12-adoption-huge-among-developers-hdr-support-coming-in-2017-as-microsoft-shares-new-info/">“DirectX 12 Advancements”</a> – Max McMullen (Microsoft)</li> | |
<li><a href="http://www.dualshockers.com/2016/03/14/directx12-requires-different-optimization-on-nvidia-and-amd-cards-lots-of-details-shared/">“Practical DirectX 12 – Programming Model and Hardware Capabilities”</a> – Gareth Thomas (AMD), Alex Dunn (NVIDIA)</li> | |
<li><a href="http://www.dualshockers.com/2016/03/16/amazing-uncharted-4-pictures-show-environments-and-more-naughty-dog-talks-texture-design-at-gdc/">“Texturing Uncharted 4: a matter of Substance”</a> – Brad Smith (Naughty Dog), Sebastien Deguy (ALLEGORITHMIC), Rogelio Olguin (Naughty Dog)</li> | |
<li><a href="http://www.dualshockers.com/2016/03/15/directx-12-compared-against-directx-11-in-hitman-advanced-visual-effects-showcased/">“Rendering ‘Hitman’ with DirectX 12”</a> – Jonas Meyer (IO Interactive)</li> | |
<li><a href="http://www.gameanim.com/2016/03/23/cinematic-dialogue-witcher-3/">“Behind the Scenes of Cinematic Dialogues in ‘The Witcher 3: Wild Hunt'”</a> – Piotr Tomsiński (CD Projekt Red)</li> | |
<li><a href="http://gamasutra.com/view/news/268400/Analyzing_why_people_play_games_and_how_it_changes_over_time.php">“Engines of Play: How Player Motivation Changes Over Time”</a> – Jason VandenBerghe (Ubisoft)</li> | |
<li><a href="http://www.gameanim.com/2016/05/03/motion-matching-ubisofts-honor/">“Motion Matching and The Road to Next-Gen Animation”</a> – Simon Clavet (Ubisoft Montreal)</li> | |
</ul> | |
<h1>Khronos Session</h1> | |
<ul> | |
<li><a href="https://www.youtube.com/watch?v=HM8vYJQtHpA">Khronos Session – Vulkan part 1</a></li> | |
<li><a href="https://www.youtube.com/watch?v=xXyZ4YaktyU">Khronos Session – Vulkan part 2</a></li> | |
<li><a href="https://www.youtube.com/watch?v=DzBlv8jysak">Khronos Session – WebGL + glTF</a></li> | |
</ul> | |
<h1>GDC Vault</h1> | |
<ul> | |
<li><a href="http://www.gdcvault.com/vault/1337?cid=1337">GDC Vault</a></li> | |
</ul> | |
<p> </p> | |
<div class="wpcnt"> | |
<div class="wpa wpmrec" style="visibility: visible !important; display: inline-block !important;"> | |
<a class="wpa-about" href="https://wordpress.com/about-these-ads/" rel="nofollow">About these ads</a> | |
<div class="u"> | |
<script type="text/javascript"> | |
(function(g){g.__ATA.initAd({sectionId:26942, width:300, height:250});})(window); | |
</script><div id="automattic-id-3777" data-section="26942" style="width:300px; height:250px;"><iframe src="https://cas.criteo.com/delivery/afr.php?ptv=9&abp=1&zoneid=388248&cb=46194033133&nodis=1&charset=UTF-8&dc=3&atfr=0&loc=https%3A%2F%2Fknarkowicz.wordpress.com%2F2016%2F03%2F21%2Fgdc-2016-presentations%2Fcomment-page-1%2F%23comment-234" id="automattic-id-3777_cto_iframe" frameborder="0" marginwidth="0px" marginheight="0px" width="100%" height="100%" scrolling="no"></iframe></div> | |
</div> | |
</div> | |
</div><div id="jp-post-flair" class="sharedaddy sd-like-enabled sd-sharing-enabled"><div class="sharedaddy sd-sharing-enabled"><div class="robots-nocontent sd-block sd-social sd-social-icon-text sd-sharing"><h3 class="sd-title">Share this:</h3><div class="sd-content"><ul><li class="share-twitter"><a rel="nofollow" data-shared="sharing-twitter-465" class="share-twitter sd-button share-icon" href="https://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/?share=twitter&nb=1" target="_blank" title="Click to share on Twitter"><span>Twitter</span></a></li><li class="share-facebook"><a rel="nofollow" data-shared="sharing-facebook-465" class="share-facebook sd-button share-icon" href="https://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/?share=facebook&nb=1" target="_blank" title="Share on Facebook"><span>Facebook<span class="share-count">88</span></span></a></li><li class="share-google-plus-1"><a rel="nofollow" data-shared="sharing-google-465" class="share-google-plus-1 sd-button share-icon" href="https://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/?share=google-plus-1&nb=1" target="_blank" title="Click to share on Google+"><span>Google</span></a></li><li class="share-end"></li></ul></div></div></div><div class="sharedaddy sd-block sd-like jetpack-likes-widget-wrapper jetpack-likes-widget-loaded" id="like-post-wrapper-77263292-465-581a0bc3a534f" data-src="//widgets.wp.com/likes/#blog_id=77263292&post_id=465&origin=knarkowicz.wordpress.com&obj_id=77263292-465-581a0bc3a534f" data-name="like-post-frame-77263292-465-581a0bc3a534f"><h3 class="sd-title">Like this:</h3><div class="likes-widget-placeholder post-likes-widget-placeholder" style="height: 55px; display: none;"><span class="button"><span>Like</span></span> <span class="loading">Loading...</span></div><iframe class="post-likes-widget jetpack-likes-widget" name="like-post-frame-77263292-465-581a0bc3a534f" height="55px" width="100%" frameborder="0" src="//widgets.wp.com/likes/#blog_id=77263292&post_id=465&origin=knarkowicz.wordpress.com&obj_id=77263292-465-581a0bc3a534f"></iframe><span class="sd-text-color"></span><a class="sd-link-color"></a></div></div> </div> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment