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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?
AI-driven Dynamic Dialog through Fuzzy Pattern Matching
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
All Choice No Consequence: Efficiently Branching Narrative
All Systems No: Learning from the Doomed Launch of Brigador
Alternative Paths in Indie Dev
AMA: Sucker Punch Productions Co-founder Brian Fleming talks Ghost of Tsushima
An Apology for Roger Ebert
An Approach to Holistic Level Design
An Architectural Approach to Level Design: Creating an Art Theory for Game
Worlds (and So Can You!)
An Introduction to Situational Game Design
Animation Bootcamp: High Resolution Pixel Art and Animation
Animation Style and Process for Broken Age
Applying 3D Level Design Skills to the 2D World of Hyper Light Drifter
Applying Level Design to Dialogue in Subsurface Circular
Applying Machine Learning Like a Responsible Adult
Applying Reinforcement Learning to Develop Game AI in NetEase Games
Architecting a Multiverse - Cooperative Design in Dead Space 3
ARMS: Building Mario Kart 8 Insights into a Showcase Nintendo Switch Fighter
Art Direct for 100 MPH: Balancing Visuals with Performance for Forza
Motorsport
Art Direction Bootcamp: A No Nonsense Approach to Designing Horizon Zero
Dawn's Robot Dinosaurs
Art Direction Bootcamp: Building a Creative Future with Artificial
Intelligence
Art Direction Bootcamp: Building a Creative Future with Artificial
Intelligence
Art Direction Bootcamp: Building a Visual Threshold
Art Direction Bootcamp: Cinematic Environment Production for Uncharted 4
Art Direction Bootcamp: Creating a Believable Hero
Art Direction Bootcamp: How Being Different Makes All The Difference
Art Direction Bootcamp: Inspiring Creativity through Internal Game Jams
Art Direction Bootcamp: What They Don't Teach You in Art School: Lessons for
First Time Leads
Art Direction for AAA UI
Art Direction: Escaping Your Comfort Zone
Ask Me Anything: Q&A with Yacht Club Games' David D'Angelo
Asking the Hard Questions: Morality in Narrative Design
Assassin's Creed Origins: Monitoring and Validation of World Design Data
Assassin's Creed Syndicate: London Wasn't Built in a Day
Automated Testing and Instant Replays in Retro City Rampage
Automated Testing and Profiling for Call of Duty
Baked in Accessibility: How Features Were Approached in Borderlands 3
Balancing Nightmares: An AI Approach to Balance Games with Overwhelming
Amounts of Data
Balancing Nightmares: An AI Approach to Balance Games with Overwhelming
Amounts of Data
Balancing the Economy for Albion Online
Behavior is Brittle: Testing Game AI
Believable Make-Believe: Putting the Player at the Heart of Tearaway
Best Practices for Procedural Narrative Generation
Between Tech and Art: The Vegetation of Horizon Zero Dawn
Beyond Ageism: Exploring VR Games for an Older Audience
Beyond Bots: Making Machine Learning Accessible and Useful
Beyond Framerate: Taming Your Timeslice Through Asynchrony
Beyond Games as a Service with Live Ops
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming
Experience
BioWare Embedded QA: Your Support Class
BioWare's Cameron Harris: You Need an Editor!
Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division
Board Game Design Day: Balancing Mechanics for Your Card Game's Unique Power
Curve
Board Game Design Day: Board Game Design and the Psychology of Loss Aversion
Board Game Design Day: Puzzle Strike: A Design Diary
Brain-Computer Interfaces: One Possible Future for How We Play
Breaking the Rules of Game Design
Breaking Through: Psychosis and the Making of Hellblade
Bringing Fantasy to Life in Final Fantasy XV
Bringing Hell to Life: AI and Full Body Animation in DOOM
Bringing Mars Down to Earth: Designing Educational Games for Low Income
Students
Bringing Replays to World of Tanks: Mercenaries
Build Great Tools: Workflow Guidelines from Vicarious Visions
Building a Living World from Ancient Ruins in Assassin's Creed Odyssey
Building a Unified Cross-Project UI Framework
Building an Inclusive Tech Lab: How and Why You Should Too
Building An Intelligent Game Testing System in Netease MMORPG Games
Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine
Building Customizable Characters for Bungie's Destiny
Building Game Mechanics to Elevate Narrative in Oxenfree
Building Games Around Humor: Lessons from The Haunted Island, a Frog
Detective Game
Building Games Around Humor: Lessons from The Haunted Island, a Frog
Detective Game
Building Games That Can Be Understood at a Glance
Building Headquarters: The Social Hub in Call of Duty WWII
Building Non-Linear Narratives in Horizon: Zero Dawn
Building the Interface of The Elder Scrolls: Blades in Landscape and Portrait
Building the Touchy-Feely World of Tearaway
Building Worlds in No Man's Sky Using Math(s)
Business of Fair Play
Can You Make a Good Game Without Good Play Mechanics?
Can You See Me Now? Building Robust AI Sensory Systems
Capturing Reality: Gathering Reference for Forza Motorsport 5
Capturing Reality: Gathering Reference for Forza Motorsport 5
Change Is Good: The Importance of Iteration Within a Character Art Pipeline
Character Control with Neural Networks and Machine Learning
Character Pipeline and Customization System for Far Cry Primal
Character Pipeline and Customization System for Far Cry Primal
Cinematic Dialogue in Performance Capture in Splinter Cell Blacklist
Cinematic Storytelling In Shadow Of Mordor
Cinematography for Art Directors
Clash of Clans: Bigger, Better, Battle Pass
Classic Game Design Postmortem: Swinging with Spider-Man
Classic Game Postmortem - Raid On Bungeling Bay
Classic Game Postmortem: Command & Conquer
Classic Game Postmortem: Gauntlet
Classic Game Postmortem: Lemmings
Classic Game Postmortem: NBA Jam
Classic Game Postmortem: Panzer Dragoon, Panzer Dragoon Zwei, and Panzer
Dragoon Saga
Classic Game Postmortem: Paperboy
Classic Game Postmortem: Sonic the Hedgehog
Classic Game Postmortem: Sonic the Hedgehog
Classic Game Postmortem: Ultima Online
Cloth Self Collision with Predictive Contacts
Cold, Hard Cache Insomniacs Cache Simulator
Concept Art is Dead
Connecting Players and Franchise Across Console Generations in the Dragon Age
Keep
Connecting Players and Franchise Across Console Generations in the Dragon Age
Keep
Conquering the Creative Challenges in Marvel's Spider-Man
Content Fueled Gameplay Programming in Frostpunk
Continuous World Generation in No Man's Sky
Contrastive Juxtaposition: Contrast and Context in BioWare Story and
Cinematics
Controls You Can Feel: Putting Tactility Back Into Touch Controls
Cosmic Top Secret: Do We Really Know Each Other?
Crackpot AI Devs: Unproven Game AI Techniques that Might Possibly Work
Crafting Destruction: The Evolution of the Dead Space User Interface
Crash Course in Online Features for Programmers
Crashlands: Design by Chaos
Creating a Deeper Emotional Connection: The Cinematography of God of War
Creating a Tools Pipeline for Horizon: Zero Dawn
Creating Amazing Characters
Creating 'Burgle Bros': The Fantasy of the Heist
Creating Compelling Characters: Insights from a Panel of Character Concept
Artists
Creating Complex AI Behavior in Stellaris Through Data-Driven Design
Creating Complex AI Behavior in Stellaris Through Data-Driven Design
Creating Interactive Film Scripts for 3D Adventures with Ink
Creating League of Legends Champions: Our Production Framework Revealed
Creating Living, Breathing Key Art for Your Front-End
Creating Strong Video Game Characters
Creating the Art of ABZU
Creating the Characters and World of Mafia III
Critiquing Game Visuals: Common Problems and How to Solve Them
Crowdsourcing the Localization of Gone Home
Cultist Simulator: Designing an Experimental Game for Commercial Success
Custom Tool Time: Make More in Less Time
Darkest Dungeon: A Design Postmortem
Data Informed Decisions with the Champions of League of Legends
Data-Driven Dynamic Gameplay Effects on For Honor
Data-Driven Dynamic Gameplay Effects on For Honor
Data-Driven or Data-Blinded? Uses and Abuses of Analytics in Games
Dead by Daylight: Object of Obsession
Dead Cells: What the F*n!?
Deep Learning: Beyond the Hype
Denial of Service Mitigation
Depiction of War in Games: Can You Do Better?
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!'
Inside the Indie Mind: Zach Barth (Zachtronics)
Integrating Narrative into Game Design: A Portal Post-Mortem
Interactive Story Without Challenge Mechanics: The Design of Firewatch
Interactive Storytelling in Mass Effect 2
Into the Breach Design Postmortem
Investing in the Future: Narrative Mentorship
Inviting Player Creativity Through Game Mechanics
Is Your Game Cross-Platform Ready?
It IS Rocket Science! 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?
Skill, Matchmaking, and Ranking Systems Design
Skill-Building Series: Making The Designer-Writer Collaboration Work
Slay the Spire: Metrics Driven Design and Balance
Slay the Spire: Success through Marketability
Slime Rancher: A Preemptive Postmortem
Snap to Character: Building Strong Player Attachment Through Narrative
So, You Want to Be a Game Professor?
Social Systems Design, Implementation, and Impacts in Overwatch
Solving an Invisible Problem: Designing for Color-Blindness in Games
Splatoon and Splatoon 2: How to Invent a Stylish Franchise with Global Appeal
Star Wars: The Old Republic - Creating A True Competitor in the AAA MMO Space
Starship Physics and Controls that Feel Real: Bringing the Toys of Starlink
to Digital Life
Steps for Effective Localization
Stop & Think: Teaching Players About Media Manipulation in Headliner
Storytelling is a Team Sport
Storytelling with Verbs: Integrating Gameplay and Narrative
Strange Love: Game Theory vs. Game Design
Subtitles Are Changing, Don't Be Left Behind
Super Meat Boy, A Team Meat Meatmortem
Supercharged! 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?
Technical Direction: Communication, ROI and Triage
Technical Tools for Authoring Branching Dialogue
Temporal Reprojection Anti-Aliasing in INSIDE
Ten Principles for Good Level Design
Ten Years with Thoreau: What a Hermit Can Teach About Game Design
Tengami: The Art of a Folding World
The 1996 Psychic Detective Postmortem
The 1996 Psychic Detective Postmortem
The 2011 Game Design Challenge
The 2016 Failure Workshop
The 2017 Tech Toolbox
The 2017 Experimental Gameplay Workshop
The 2017 Indie Soapbox
The 2018 Indie Soapbox
The 2019 Experimental Gameplay Workshop
The 2019 Microtalks
The 2019 Tech Toolbox
The Alchemy and Science of Machine Learning for Games
The Art Direction of Street Fighter V: The Role of Art in Fighting Games
The Art of Afterparty: The Devil's in the Details
The Art of Child of Light
The Art of Dear Esther – Building an Environment to tell a Story
The Art of Destiny's First-Person Animation
The Art of Destruction in Rainbow Six: Siege
The Art of FAITH: Horror at 192x160 Pixels
The Art of Firewatch
The Art Of Hearthstone
The Art of Journey
The Art of Monument Valley
The Art of Overwatch: Evolving a Legacy
The Art of Pre-Production
The Art of Reanimating Plants vs. Zombies 2
The Art of Reanimating Plants vs. Zombies 2
The Art of Severed: Making a 2D/3D Hybrid
The Art of The Witness
The Art of Wonder Boy: The Dragon's Trap
The Benefits and Challenges of Supporting Third-Party Developers in Eve Online
The Color of Enlightenment: Defining Shangri-La Within Far Cry 4
The Design of Everyday Games
The Design of Subnautica
The Design of Time: Understanding Human Attention and Economies of Engagement
The Design of Time: Understanding Human Attention and Economies of Engagement
The Distributed Art Direction of Edith Finch
The Early Days of id Software
The Exposition Burden
The Freedom Fallacy: Understanding "Player Autonomy" in Game Design
The Freedom Fallacy: Understanding Player Autonomy in Game Design
The Future of Storytelling: How Medium Shapes Story
The Great Divide: Unique Visuals and Deterministic Gameplay in Deserts of
Kharak
The Hitman GO Design Postmortem
The Identity Bubble - A Design Approach to Character and Story Development
The Illusion of Motion: Making Magic with Textures in the Vertex Shader
The Kine Postmortem
The Latest Graphics Technology in Remedy's Northlight Engine
The Lighting Technology of Detroit: Become Human
The Lives of Others: How NPCs Can Increase Player Empathy
The Living World of The Witcher 3: The Wild Hunt
The Loner: Why Some People Play MMOs Alone
The Making of Divinity: Original Sin 2
The Making Of The Talos Principle
The Making of the Xbox Adaptive Controller
The Missing: An Attempt at Complete Cohesion of Gameplay and Narrative
The Motion Capture Pipeline of The Last of Us
The Narrative Innovation Showcase 2019
The Passion Project: Catalyst to Creativity and Cure for the Stagnate
The Reinvention Of Tomb Raider
The Rendering of Below
The Schema is (Still) Mightier than the Sword: How Cognition Predicts Player
Spatial Coding Systems
The Science of Desirability
The Science of Off-Roading: Uncharted 4's 4x4
The Secret of Eternal (Product) Life: Lessons from J.R.R Tolkien and John
Madden
The Secrets to Creating an Indie Game Franchise
The Secrets to Creating an Indie Game Franchise
The Shapes in Your Story: Narrative Mapping Frameworks
The Simplest AI Trick in the Book
The Stanley Parable A Negotiation Expressive Choice Reality Time The Stanley
Parable
The Terrain of Halo Wars
The Titans: Creating Living, Breathing Levels in God of War III
The Visual Effects of inFAMOUS: Second Son
The Walking Dead: Crafting a Stylized World for the Mature Franchise
The World as Your Canvas: Telling Location Based Stories
The World is Listening... But Games Aren't Talking
Theme Oriented Design: The Case of Phantom Doctrine
There's Goofs in Them Thar Hills: The West of Loathing Approach to Comedy in
Games
Thinking Globally: Building the Optimistic Future of Overwatch
This is a Talk About Tutorials, Press A to Skip
This is Amazing! Writing the Supportive Space Coach in Destiny
Three Statistical Tests Every Game Developer Should Know
Three Steps to Becoming a Better Artist Immediately
Through the Grinder: Refining Diablo III's Game Systems
Tokyo Jungle and Japan's Gaming Potential
Tom Clancy's The Division: AI Behavior Editing and Debugging
Tools Summit: Writing Tools Faster: Design Decisions to Accelerate Tool
Development
Tools Tutorial Day: Playtesting Overwatch
Tools Tutorial Day: Tools to Reduce Open Bug Count at Media Molecule
Tools Tutorial Day: Workflow Driven Tools Design
Tools Tutorial Day: Workflow Driven Tools Design
Tools-Based Rigging in Bungie's Destiny
Top 3 Mistakes of Angry Birds 2
Towards Filmic Quality at 30 FPS: Real-Time Ray Tracing for Practical Game
Engine Pipelines
Tree's Company: Systemic AI Design in Just Cause 3
Triage on the Front Line: Improving Mafia III AI in a Live Product
Turing Tantrums 2017: AI Devs Rant
Turing Tantrums: AI Devs Rant!! 2019 Edition
Under the Hood of Blizzard's Internal Build System
Understanding the Social Values of Your Players
Unpopular Opinion: All Narrative is Linear
Unsynced: The Last of Us Melee System
Untangling Experiments in Split-Mind Design: A Soft Body Postmortem
Using Print-on-Demand for Prototyping and Fast-to-Market Paths in Game Design
Research
Valve's Physics for Game Programmers
Vault, Slide, Mantle: Building Brink's SMART System
Vehicle Feel Masterclass: Balancing Arcade Accessibility with Simulation Depth
Vehicle Physics and Tire Dynamics in Just Cause 4
Virtual Insanity: Meta AI on Assassin's Creed: Origins
Visual Adventures on Sea of Thieves
Visual Effects Bootcamp: Artistic Principles of VFX
Visual Effects Bootcamp: Player Interactions Visualized
Visual Effects Bootcamp: The Elementary Particles
Visual Language of Electronauts: An Immersive Sound Based VR Experience
Visual Novels: Narrative Design in Virtue's Last Reward
Visual Novels: Narrative Design in Virtue's Last Reward
Water Rendering in Far Cry 5
Weaving 13 Prototypes into 1 Game: Lessons from Edith Finch
West of Loathing Design Postmortem
What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate
What Cats Can Teach You About Empathic Game Design
What I Learned About Tools Development From Games Industry Legends
What Modern Interior Design Teaches Us About Environment Art
What Online Games Can Learn from the Failures of Social Media
What Wikipedia Doesn't Know Can Hurt You: Writer Research Skills
When the Fun Stops: The Science of Addiction
When Trainers' Eyes Meet: Creating Real Time Combat for Pokemon GO
Why Fashion in (Most) Games Sucks, and Why You Should Care
Why Make Games? Lessons from Frostpunk and This War Of Mine
Will Wright's 2006 Keynote: What's Next in Game Design?
Will Wright's Design Plunder
Wind Simulation in God of War
Winding Road Ahead: Designing Utility AI with Curvature
Writing and Narrative Design: A Relationship
Writing Modular Characters for System-Driven Games
Writing Modular Characters for System-Driven Games
Writing 'Nothing': Storytelling with Unsaid Words and Unreliable Narrators
You Look Smashing: The Procedural Art Direction of We Happy Few
Your Indie Game on Console: A Practical Guide to Porting
Your Story has Already Been Done
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