主に、GDC2015 スライド集
となります。上記サイトの方が詳しいです。
(30)
Charles Lefebvre
Gameplay and AI networking in Assassin’s Creed Unity
Charles Lefebvre
Gameplay and AI networking in Assassin’s Creed Unity
(31)
Paradox Engine
http://www.benicourt.com/blender/wp-content/uploads/2015/03/ParadoxSession1-Overview.pdf
http://www.benicourt.com/blender/wp-content/uploads/2015/03/ParadoxSession2-AdvancedRendering.pdf
http://www.benicourt.com/blender/wp-content/uploads/2015/03/ParadoxSession3-BeyonUberShaders.pdf
http://www.benicourt.com/blender/wp-content/uploads/2015/03/ParadoxSession2-AdvancedRendering.pdf
http://www.benicourt.com/blender/wp-content/uploads/2015/03/ParadoxSession3-BeyonUberShaders.pdf
(32)
Fast iteration for FarCry4 – Optimizing key parts of the Dunia pipeline −
Fast iteration for FarCry4 – Optimizing key parts of the Dunia pipeline −
(34)
Here’s Phil Spencer’s Full GDC Presentation on the Future of Microsoft Gaming - See more at:
Here’s Phil Spencer’s Full GDC Presentation on the Future of Microsoft Gaming - See more at:
(35)
Interior Design and Games: Mastering space & place −
Interior Design and Games: Mastering space & place −
(36)
− Fast iteration for FarCry4 – Optimizing key parts of the Dunia pipeline −
− Fast iteration for FarCry4 – Optimizing key parts of the Dunia pipeline −
(37)
Naughty Dog PS4 Conference のビデオ
Naughty Dog PS4 Conference のビデオ
(38)
Order Independent Transparency by using DirectX 12
http://www.benicourt.com/blender/wp-content/uploads/2015/03/OIT-to-Volumetric-Shadow-Mapping.pdf
Order Independent Transparency by using DirectX 12
http://www.benicourt.com/blender/wp-content/uploads/2015/03/OIT-to-Volumetric-Shadow-Mapping.pdf
(39)
Sparse Fluid Simulation in DirectX (Nvidia)
Sparse Fluid Simulation in DirectX (Nvidia)
(40) The play of Stillness
(41)
Design in Sunset Overdrive
Design in Sunset Overdrive
http://www.benicourt.com/blender/wp-content/uploads/2015/03/England_Liz_TransitioningFromLinear.pdf
http://www.benicourt.com/blender/wp-content/uploads/2015/03/England_Liz_TransitioningFromLinear-notes.pdf
http://www.benicourt.com/blender/wp-content/uploads/2015/03/England_Liz_TransitioningFromLinear-notes.pdf
(42)
Procedural Deconstruction,Dennis Gustafsson
Procedural Deconstruction,Dennis Gustafsson
(43) Insomiac Code clinic:
(44)
Mesh Cutting in Farming Simulator 15 −
(45) NVIDIA and the VR Experience
(46) Advanced Visual Effects in 2D Games
(47)
Making of “Destiny”
Making of “Destiny”
(48)
Remaking the Art of Halo 2 for Xbox One
Remaking the Art of Halo 2 for Xbox One
(49)
[GDC 2014]アーティストの意思をすぐに反映できるエンジン「UbiArt Framework」でゲームを制作する“新たなプロセス”を紹介
[GDC 2014]アーティストの意思をすぐに反映できるエンジン「UbiArt Framework」でゲームを制作する“新たなプロセス”を紹介