GDC 2012
Attention, Not Immersion: Making Your Games Better with Psychology and P...
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2016
Behind the Scenes of Cinematic Dialogues in 'The Witcher 3: Wild Hunt'
by Piotr Tomsinski
(CD Projekt RED)
Programming
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2015
Lessons from the Core Engine Architecture of Destiny
by Chris Butcher
(Bungie)
Programming
GDC 2016
Low Complexity, High Fidelity - INSIDE Rendering
by Mikkel Gjoel
(Playdead)
Programming
GDC 2016
Rendering 'Rainbow Six | Siege'
by Jalal Eddine El Mansouri
(Ubisoft Montreal)
Programming
GDC 2015
Shared World Shooter: Destiny's Networked Mission Architecture
by Justin Truman
(Bungie)
Design
GDC 2015
The Ultimate Trim: Texturing Techniques of Sunset Overdrive
by Morten Olsen
(Insomniac Games)
Visual Arts
GDC 2010
What Happened Here? Environmental Storytelling
by Matthias Worch
(LucasArts)
Game Design