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GDC

Programming Talks

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Last updated on Nov 13, 2023
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'God of War Ragnarök': Building the UI for a AAA Sequel
1:03:25
From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite
1:02:27
Breathing Life Into 'The Last of Us': Part I and II
1:03:32
Creative Future with Artificial Intelligence
1:06:02
Modernizing Rendering at Supercell
50:55
The Cinematics of 'Horizon Forbidden West'
54:26
Case Study: Creating Realistic Facial Motion for 'The Quarry'
1:02:43
Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'
29:51
Being Successful with Open Source in Game Development
58:42
Building Machines for a Better Future in 'Horizon'
1:00:42
My Elephant in the Room: An 'Old World' Postmortem
1:01:45
How Parameters Drive the Particle Effects of 'Forza Horizon 5'
48:20
Blowing from the West: Simulating Wind in 'Ghost of Tsushima'
29:29
Cluster Structure: Succeeding at Production With a Wide Portfolio
21:39
The Rust Programming Language for Game Tooling
30:28
Exploration in 'Ghost of Tsushima': Letting the Island Guide You
51:20
How to Encourage Social and Emotional Learning In-Game in a Data and Research Driven Manner
32:22
Cloud Gaming: Where Are We Now, Where Are We Going?
51:52
Full-Body Animation Generation for Expressive NPCs
26:32
Can We Do It with Particles?: VFX Learnings from 'Returnal'
27:23
Emotional Neural Style Transfer: Expressing Character AI Emotion through Paintings
25:45
Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC
50:22
Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'
50:11
Simulating Tropical Weather in 'Far Cry 6'
59:27
Dreamscaper: Killer Combat on an Indie Budget
1:01:32
The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline
42:17
Procedural Grass in 'Ghost of Tsushima'
26:09
Help Game Designers Analyze Data: How to Develop an Online Pivot Table Tool
22:05
How to (Not) Create Textures for VFX
54:34
'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology
30:44
Where The $@*&% Are Your Tests?!
29:42
Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'
1:01:50
One Frame in 'Halo Infinite'
1:01:48
'Rocket League': Scaling for Free to Play
43:06
Turn Your Writers Into Programmers: Greyboxing Narrative with Story Languages
23:06
Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
22:17
Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'
1:05:10
'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future
30:00
The Subtle Art of Not Making VFX
1:02:40
Building an Expansive 'Star Wars' World in Mobile VR
27:26
Playtesting 'God of War'
1:01:35
Master of the Katana: Melee Combat in 'Ghost of Tsushima'
49:31
Super Powering Technical Artists Using Deep Learning
31:53
Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective
1:03:52
Beyond NPCs: AI for Game Operations
29:36
The VFX Process Behind 'Battleborn'
24:33
Squad Coordination in 'Days Gone'
54:26
Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'
29:47
Growing Your Code Library with Each New Project
56:21
An Explosive New Spider-Man: Creating VFX for Miles Morales
51:28
Games as Community Driven Care: A Case Study of Co-design for Aphasia
29:51
Stop Fighting! Systems for Non-Combat AI
28:32
MORTIS 101: 'FAITH's' Horror Design Toolkit
58:45
Social Depth of Location-Based Play in 'The Walking Dead: Our World'
56:59
Paint It Black: The Art of 'Sea of Solitude'
53:41
Real-Time Cloth Solutions on 'Marvel's Spider-Man'
1:04:00
Level Up Your Jenkins Reporting
56:10
Let's make a PICO-8 Game in 30 Minutes!
30:18
Building a Mixing Sandbox for 'Just Cause 4'
27:41
Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'
25:06
Evolving Combat in 'God of War' for a New Perspective
59:52
'Death Stranding': An AI Postmortem
51:28
Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
30:00
Zen of Streaming: Building and Loading 'Ghost of Tsushima'
55:42
Automated Testing of Gameplay Features in 'Sea of Thieves'
1:05:50
Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'
54:01
Red Pill Blue Pill: Narrative AI for Deep Emotions
30:14
Making 'Tetris Effect'-ive
55:54
Voice AI For Game Developers: Optimizing the Narrative Process
30:47
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Last of Us: Part II'
30:00
Disintegrating Meshes with Particles in 'God of War'
22:58
Tackling Cheating In Gaming
34:48
The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year
46:07
Cementing Your Duct Tape: Turning Hacks into Tools
53:57
A House Built on Sand: Engineering Stable and Reliable AI
29:33
Balancing Nightmares: An AI Approach to Balance Games with Overwhelming Amounts of Data
1:01:01
AI for Testing: The Development of Bots that Play Battlefield V
27:02
End-to-End Procedural Generation in Caves of Qud
1:04:21
Marvel's Spider-Man: Procedural Lighting Tools
31:03
Wind Simulation in God of War
30:20
Turing Tantrums: AI Devs Rant!! 2019 Edition
57:55
Vehicle Physics and Tire Dynamics in Just Cause 4
27:59
Content Fueled Gameplay Programming in Frostpunk
44:01
Marvel's Spider-Man AI Postmortem
55:54
Taming Technologies Behind Astro Bot Rescue Mission
27:58
Ethics in Artificial Intelligence
1:04:04
It Just Works: Ray-Traced Reflections in Battlefield V
48:20
Technical Tools for Authoring Branching Dialogue
31:35
NPCs Have Feelings Too: Verbal Interactions with Emotional Character AI
30:25
Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
57:00
Ask Me Anything: Q&A with Yacht Club Games' David D'Angelo
30:51
What I Learned About Tools Development From Games Industry Legends
29:17
Workflow Driven Tools Design
23:11
Tools Tutorial Day: Workflow Driven Tools Design
23:11
Triage on the Front Line: Improving Mafia III AI in a Live Product
28:15
Winding Road Ahead: Designing Utility AI with Curvature
29:43
Virtual Insanity: Meta AI on Assassin's Creed: Origins
41:40
Beyond Bots: Making Machine Learning Accessible and Useful
58:52
Massive Crowd on Assassin's Creed Unity: AI Recycling
38:03
Don't You Dare Say Showstopper: Bootstrapping Your Own QA Team
25:58