2015年03月17日
GDC2015 各社講演資料集2(速報)
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
posted by miyayou at 22:11| 日記