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(P)Layer Character: Designing Immersive Narratives for Location-Based AR Layers 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda 6 Techniques for Leveraging AI in Content Generation 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2 80 Days & Unexpected Stories 9 Takeaways from Duelyst: From Tabletop to Digital Game A 2000 conversation with Shenmue creator Yu Suzuki A Cruel Fate: Emergent Tragedies in The Shrouded Isle A Deep Dive into the 12 Motivations: Findings from 400,000+ Gamers A Fun Time in Which Some No-Good Game Developers May or May Not Discuss How We Made NieR:Automata A House Built on Sand: Engineering Stable and Reliable AI A Living Painting: The Rendering and Art of 11-11 Memories Retold A Long Dark Road: Blending Player and Authored Story in a Sandbox Survival Game A Mortician's Tale: A Different View on How Games Treat Death A New Dimension to Below: Personal Discovery and Adaptation A Q&A Session For New Game Writers A/B Testing for Game Design Iteration: A Bayesian Approach AAA Academics: Superstar Designers in Academia AAA Gaming While Blind Absolutely No Pressure: Continuing a Successful Game Series with Civilization VI Accessible Player Experiences: A New Approach to Data Informed Design for Accessible Games Achieving High-Quality, Low-Cost Skin: An Environment Approach Adaptive Virtual Texture Rendering in Far Cry 4 Adding Life to your Level Addressing Exploit Abuse in EVE Online with Customer Care Advanced Environmental Storytelling in Spider: Rite of the Shrouded Moon Aesthetic Driven Development: Choosing Your Art Before Making a Game Ahead of the Curve: The SpaceChem Postmortem AI & Animation in Assassin's Creed Brotherhood AI Arborist: Proper Cultivation and Care for Your Behavior Trees AI For Generated Worlds AI for Testing: The Development of Bots that Play Battlefield V AI Wish List: What Do Designers Want out of AI? 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Design Epiphanies from Qwirkle and Other Games Design in Depth at Supercell: Why Great Ideas Aren't Enough Design Talks Design Tests and What to Expect from Them Design vs. Story: How Uncharted: The Lost Legacy Addressed the Elephant in the Room Design vs. Story: How Uncharted: The Lost Legacy Addressed the Elephant in the Room Design, Play, Disrupt: Curating the V&A's Videogame Exhibition Designers Are from Saturn, Programmers Are from Uranus Designing AI for Killer Instinct Designing Episode's Interactive Fiction in Three Phases Designing for Multiple Minds: Crafting the Craft of Player Dynamics Designing Gambit Mode in Destiny 2: Forsaken Designing Games for Game Designers Designing Great Interactive Narratives on Mobile Designing Path of Exile to Be Played Forever Designing Race for the Galaxy: Making a Strategic Card Game Designing Social Play for Sky: Children of the Light Designing System Driven Dialogue in Mafia III Designing Text UX for Effortless Reading Designing the Tutorial for The Last of Us Designing Two Tasty Cores Three Times Over: The Case of Brawl Stars Designing Unforgettable Titanfall Single Player Levels with Action Blocks Designing with Physics: Bend the Physics Engine to Your Will Destructible Environments in Control: Lessons in Procedural Destruction Deterministic vs. Replicated AI: Building the Battlefield of For Honor Deus Ex: Breach: Experimenting Within the Boundaries of a AAA Franchise Developing Systemic Crowd Events in Assassin's Creed Unity Developing the Art of Fortnite Devil May Cry 5: Creating a Standout Action Game Dinosaurs and Volcanoes: Roblox Education's Jurassic World Challenge Don't You Dare Say Showstopper: Bootstrapping Your Own QA Team Double Tap Dragon Age Inquisition: Trespasser - Building to an Emotional Theme Dream Daddy: How Game Grumps Created Player Inclusivity and You Can Too Drives: Helping More Players Get from First-Taste to Satisfaction Dynamic Stories for Dynamic Games: Six Ways to Give Each Player a Unique Narrative Dynamic Stories for Dynamic Games: Six Ways to Give Each Player a Unique Narrative Dynamic Storytelling in The Novelist Dynamics: The State of the Art Efficient Texture Streaming in Titanfall 2 Embracing Push Forward Combat in DOOM Emergent Storytelling Techniques in The Sims Empires to Ages: Storytelling Lessons Learned in 14 Years at BioWare Environment Design as Spatial Cinematography: Theory and Practice Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud Eos is Alive: The AI Systems of Final Fantasy XV Escaping the Holodeck Storytelling and Convergence in VR and AR Ethics in Artificial Intelligence Everyone Watching This Is Fired: Tips for Game Industry Programmers Everything's on Fire and No One Knows What to Do (In Game Writing) Evoking Emotions and Achieving Success by Breaking All the Rules Evolving Emotional Storytelling in thatgamecompany's Sky Exploring Hidden Stories in the World of XCOM 2 Exploring Hidden Stories in the World of XCOM 2 Exploring SimCity: A Conscious Process of Discovery Exploring the Tech and Design of Noita Extrasolar Postmortem: Game Design at 0.0003 FPS Extreme SIMD: Optimized Collision Detection in Titanfall Face-to-Parameter Translation via Neural Network Renderer Faerie Dust and Sparkles: Bringing Your AI Characters to Life Fandom-Ready: Creating Fiction in the Age of Fan Consumption Far Cry 4: Gameplay Team Workflow, Iteration and Philosophy Fast and Flexible: Technical Art and Rendering For The Unknown Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline Fast, Cheap and Flashy An Indie Art Direction Adventure Feeding the Maw: Managing a Live Narrative Game in Fallen London Fighting Latency on Call of Duty: Black Ops III Final Fantasy XV: A Challenger Once Again Finding Inspiration: Tools for When You're Stuck Fizzy Brushstrokes: The Art of Knights and Bikes Folk Games, Festivity and Subversive Game Design Forget Protagonists: Writing NPCs with Agency for 80 Days and Beyond Forging Hardspace: Shipbreaker: Creating Processes for Original IPs Forging The River in The Flame in The Flood Forging The River in The Flame in The Flood Forgiveness Mechanics: Reading Minds for Responsive Gameplay Free Range AI: Creating Compelling Characters for Open World Games Freelancing: How to Live the Dream and Avoid the Nightmare From Game Jam to the Creation of Starlink: Battle for Atlas From Shore to Horizon: Creating a Practical Tessellation Based Solution Frostbite: Implementing a Scripting Solution for Your Editor Game a Week: Teaching Students to Prototype Game Design Case Studies - One Designer | One Game | One System Game Design in the Coffee. Lovable Game Design by SWERY Game Design Patterns for Building Friendships Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough Game Dev Archeology: Unearthing and Preserving Japanese Game History Game Narrative Summit: Conflict, Mystery, and Connection in Casual, Free to Play Puzzle Games Game Narrative Summit: The Forest Paths Method for Accessible Narrative Design Game Server Performance on Tom Clancy's The Division 2 Games that Change Lives: Social Impact Done Right Geometry Caching Optimizations in Halo 5: Guardians Getting Inquisitive About the AI of Dragon Age Inquisition Getting Players to Care: Using Narrative to Drive Retention Girl Games of the 1990s: A Retrospective Global Illumination in Tom Clancy's The Division Goal-Oriented Action Planning: Ten Years of AI Programming Going Off-Script: Refactoring the NPC Mission System in Assassin's Creed: Origins Good Design Makes Happy Customers: A Microtransaction Design Primer Good Game Design is like a Magic Trick Gorogoa: The Design of a Cosmic Acrostic GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn Hacking into the Combat AI of Watch Dogs 2 Halo 4: Content Performance Tips & Techniques Hand-Tracked Controls: Design and Implementation for Serious VR Happy Inside the Box: The Art of Old Man's Journey Harvesting Interactive Fiction Hearthstone: How to Create an Immersive User Interface Hearts and Minds Heaven's Vault: Creating a Dynamic Detective Story Helping It All Emerge: Managing Crowd AI in Watch Dogs 2 Helping Players Hate (or Love) Their Nemesis Helping Players Hate (or Love) Their Nemesis High Dynamic Range Color Grading and Display in Frostbite History Shaping Design: Inequality and Player Behavior Hitchhiker's Guide to Rapid Prototypes! Hitman Levels as Social Spaces: The Social Anthropology of Level Design HITMAN Season 1: From Executive Producer to Showrunner HoloLens and Beyond: AR Game Design Challenges and Open Problems Horizon Zero Dawn: A Game Design Postmortem Horizon Zero Dawn: A QA Open World Case Study How an Outbreak in WoW is Helping Epidemiologists Create Better Disease Models How Art Was Used to Create a Unique Cinematic Experience in Heavy Rain How Design Can Ensure Impartial Scientific Fairness in User Research How FIFA Delivers Live Content to Users Fast How I Got My Mom to Play Through Plants vs. Zombies How I Got My Mom to Play Through Plants vs. Zombies How I Got My Mom to Play Through Plants vs. Zombies How Saying 'No' Can Help You Make a Better Game How Strong Soft Skills Help Game Developers How Telltale Makes Narrative Led Games How to Choose a Theme for Your Game How to Find and Engage a Great Artist: A Non-Artist Primer How to Get a Job Writing for Games How To Make Your Game Just Completely Hilarious: The Stanley Parable How to Reduce In-Game Inflation by Monitoring Your Economic Systems How to Use Machine Learning, Live Telemetry Analysis, and Computer Vision to Manage Communities How to Write Games for the Internet without Embarrassing Yourself How We Created Mark of the Ninja Without (Totally) Losing Our Minds I Shot You First: Networking the Gameplay of Halo: Reach Illustrating Fantasy in League of Legends Illustrating Tamriel: Creating Key Art for The Elder Scrolls Online Immersing a Creative World into a Usable UI Improving Games Accessibility in Children's Games Through QA In the Long Run Indexing and Iterating Design Space Permutations Indie Polish: Making the Most of the Last 10% Ink: Behind the Narrative Scripting Language of '80 Days' and 'Sorcery!' 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The Physics of Rocket League Detailed It Just Works: Ray-Traced Reflections in Battlefield V It Just Works: Ray-Traced Reflections in Battlefield V Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Joyride It's About Time: System Design for Mobile Free-to-Play Jocoi: Three Challenges of Designing for Grief John Carmack on The Issues and Rewards of Bleeding Edge Engine Development Ken Levine On 'Narrative Lego' Kill the Hero, Save the (Narrative) World Killer Portfolio or Portfolio Killer 2018: Advice from Industry Artists Killer Portfolio or Portfolio Killer 2019: Advice from Industry Artists Killer Portfolio or Portfolio Killer: Advice from Industry Artists in 2017 Kingdoms and Castles Postmortem Knowledge is Power: An Overview of Knowledge Representation in Game AI League of Legends Client Update: Art Directing a Consistent and Scalable Interactive Brand Identity League of Legends: Scaling to Millions of Summoners Learning from Our Mistakes: A Postmortem of Guacamelee! Leave Enough Room: Design that Supports Player Expression Less is More: Designing Awesome AI for Games Lessons for Narrative Design from Modern Tabletop RPGs Lessons from Duolingo: How to Turn Good Intentions Into Good Numbers Lessons Learned Creating UI for The Division Lessons Learned from Creating a Virtual Reality Engine Letting Go: A Florence Postmortem Level Design in a Day: A Series of First Steps - Overcoming the Digital Blank Page Level Design in a Day: Level Design Histories and Futures Level Design in Hitman: Guiding Players in a Non-Linear Sandbox Level Design Saga: Creating Levels for Casual Games Level Design Workshop: A Narrative Approach to Level Design Level Design Workshop: Architecture in Level Design Level Design Workshop: Building New York in Marvel's Spider-Man: It's Still Just Level Design Level Design Workshop: Designing Celeste Level Design Workshop: Designing for Non-Linear Story Discovery in Tacoma Level Design Workshop: Designing Radically Non-Linear Single Player Levels Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players Level Design Workshop: Level Flow for a Video Game Mixtape Level Design Workshop: Rewarding Exploration with Collectibles and Gatherables Level Design Workshop: Set this Game in Order: Organizing Hundreds of Levels and Mechanics Level Design Workshop: Solving Puzzle Design Level Design Workshop: The Holy Grail of Multiplayer Level Design: Casual and Competitive Maps Level Design Workshop: The Illusion of Choice Level Design Workshop: The Level Design of God of War Level Design Workshop: World Design for Different Player Types Life is Strange: The Blue Age of Storytelling Line Wobbler & Beasts of Balance: Two Routes to Custom Hardware Goodness Live Ops in Star Wars: Galaxy of Heroes Looking Back and Moving Forward with Pillars of Eternity Low Complexity, High Fidelity - INSIDE Rendering Low Complexity, High Fidelity: The Rendering of INSIDE Low Cost Facial Scanning Using Photogrammetry in State of Decay 2 Low Poly Modeling: Style Through Economy Machine Learning Summit: Ragdoll Motion Matching Machine Learning Summit: Successfully Use Deep Reinforcement Learning in Testing and NPC Development Make Things Worse: Enabling Setbacks for Consequential Play Making "Big Data" Work for Halo: A Case Study Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies Making Fluid and Powerful Animations For Skullgirls Making Games That Stand Out and Survive Making Her Story - Telling a Story Using The Player's Imagination Making it Matter: Lessons from Real Sports Making Kitty Powers' Matchmaker - Adventures of a Videogame Drag Queen Making Night in the Woods Better with Open Source Making Things Up: The Power and Peril of PCG Making Your Games Better with Psychology and Playtesting, the Uncharted Way Marvel's Spider-Man AI Postmortem Marvel's Spider-Man: A Technical Postmortem Marvel's Spider-Man: Procedural Lighting Tools Massive Crowd on Assassin's Creed Unity: AI Recycling Matchmaking for Engagement: Lessons from Halo 5 Math for Game Developers: End-to-End Procedural Generation in Caves of Qud Math for Game Developers: End-to-End Procedural Generation in Caves of Qud Math for Game Programmers: Dark Secrets of the RNG Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations Math for Game Programmers: Harmonic Functions and Mean-Value Math for Game Programmers: Juicing Your Cameras With Math Math for Game Programmers: Mixing Geodetic, Hand-crafted and Procedural Geometry Math for Game Programmers: Noise-Based RNG Math for Game Programmers: Parallel Random Number Generation Math for Game Programmers: Predictable Projectiles Math for Game Programmers: Solving Nintendo's CodinGame Challenge Math for Game Programmers: The Math of Deep Learning Math for Game Programmers: Understanding Homogeneous Coordinates Maximizing Artistic Critique: Improving Communication for Everyone Involved in Critical Feedback Microtalks 2017: Playing with Our Hearts Mind Games: Brain Training for Game Developers Mind Your Step: Avoiding 3 Common Pitfalls in AI Development Mini Metro: When Less is More Mining Your Own Design: Crafting the Crafting System in Astroneer Mirror's Edge Catalyst: Evolving and Creating a Style Modeling AI Perception and Awareness in Splinter Cell: Blacklist Modeling AI Perception and Awareness in Splinter Cell: Blacklist Modular, Reusable Social Behavior In Video Game AI Mooncrash: Resetting the Immersive Simulation More "I", Less "A" in AI Interviews MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance Multiple Middles & Mutazione Narrative in Games - Role, Forms, Problems, and Potential Narrative Nuances on Free-to-Play Mobile Games Narrative Sorcery: Coherent Storytelling in an Open World Narrative Talks Networking Scripted Weapons and Abilities in Overwatch NPCs Have Feelings Too: Verbal Interactions with Emotional Character AI Nuke Possum Springs: A Night in the Woods Design Postmortem Nuts and Bolts: Modular AI From the Ground Up Open-Ended Puzzle Design at Zachtronics Order from Chaos: The Art Direction of Sunset Overdrive Overwatch - The Elusive Goal: Play by Sound Overwatch Gameplay Architecture and Netcode Owlboy: The Evolving Art of a 10 Year Project Parkour: How to Improve Freedom of Movement in First-Person Games in 20 Simple Steps Parkour: How to Improve Freedom of Movement in First-Person Games in 20 Simple Steps Partnership on Darkest Dungeon: The Double-Edged Sword Peter Molyneux Explains the Design of Black and White Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored) Physics for Game Programmers: Understanding Constraints Physics for Game Programmers; Continuous Collision Player Traversal Mechanics in the Vast World of Horizon Zero Dawn Player-Driven Stories: How Do We Get There? PLAYERUNKNOWN: From Mod Creator to Creative Director of PUBG Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata Plot and Parcel: Procedural Level Design in XCOM 2 Plunge into Storytelling: Transitioning into Narrative Design from Other Disciplines Pode, a Rose Painted Adventure Pode, a Rose Painted Adventure Porting a Real Life Castle into Your Game When You're Broke Practical Procedural Generation for Everyone Precision of Emotion: A New Kind of "Fun" Approach in Educational Games Primal Rage II from Heartbreak to Resurrection: The Journey After Cancellation Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey Procedural World Generation of Far Cry 5 Procedurally Crafting Manhattan for Marvel's Spider-Man Procedurally Generating History in Caves of Qud Procedurally Generating History in Caves of Qud Productive Dissension: How a Diverse Writers' Room Created Life is Strange: Before the Storm Project Discovery: Lessons From Scientific Research in EVE Online Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV Punch It (Up): Writing for Star Trek in VR Pursuing Interactive Suspension of Disbelief Queens of the Phone Age: The Narrative Design of Reigns: Her Majesty Raid on Rise: Narrative Creation on Rise of The Tomb Raider Raising Atreus for Battle in God of War Raising Atreus for Battle in God of War Random Tidbits: Use Chance to Enhance Fun! Rayman Legends: The Design Process Within the UbiArt Framework Rayman Reinvented Reading the Rules of Baba Is You Real-Time Data Processing for Multiplayer Online Games Rediscovering Authentic Creativity Reinventing God of War Reliving the Horror: Taking Resident Evil 7 Forward by Looking Back Rendering Rainbow Six Siege Rendering the World of Far Cry 4 Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights Replicating Chaos: Vehicle Replication in Watch Dogs 2 Repopulating the Earth: Character Production on Horizon Zero Dawn Returners and Retention - How to Win Back Lapsed Players Rewarding Exploration in Deus Ex: Mankind Divided Rewards in Video Games RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive Rocket League: Language Ban System Postmortem Rogue Legacy Design Postmortem: Budget Development RPG Development: Inspiration and Perspiration Rules of the Game: Five Further Techniques from Rather Clever Designers Rules of the Game: Five Techniques from Quite Inventive Designers Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective Sand Rendering in Journey Scaling to 10 Concurrent Users: Online Infrastructure as an Indie Shading the World of Anthem Shadow Cities and the Future of Location-Based Games Shadow Tactics Postmortem: Commandos with Ninja Shared World Shooter: Destiny's Networked Mission Architecture Shoot for the Sky: The Ambitious HDR Time-Lapse Skies of Forza Horizon 3 Sid Meier's Interesting Decisions Siege Battle AI in Total War: Warhammer SimCity BuildIt - What Did I Learn as a Game Designer? 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Vehicle Physics in Skylanders Taking an Axe to God of War Gameplay Taking Back What's Ours: The AI of Dishonored 2 Tales From a Crowdsourced Game Design Tales from the Trenches: AI Disaster Stories Taming Technologies Behind Astro Bot Rescue Mission Teaching AI-Based Game Design Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline Tech Toolbox for Game Programmers Technical Artist Bootcamp: Cementing Your Duct Tape: Turning Hacks into Tools Technical Artist Bootcamp: Introduction to Proceduralism Technical Artist Bootcamp: Introduction to Proceduralism Technical Artist Bootcamp: The Elder Scrolls Online's Character Tools and Pipeline Technical Artist Summit: A Cost-Benefit Analysis: Is That New Tech Worth It? 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