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GDC VAULT
You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - JELLY SPLASH: PUZZLING YOUR WAY TO THE TOP OF Track / Format: Free to Play Design & Business Summit. Overview: The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly GDC VAULT - BOARD GAME DESIGN DAY: "KING ME": A DEFENSE OF Overview: In this talk, notable board game designer Cole Wehrle discusses his designs (including the acclaimed 'Root', 'Pax Pamir', 'An Infamous Traffic' and 'John Company') as part of a larger conversation around player interaction. Twenty years ago conflict-driven designs were the norm. Interaction and player-driven chaos were staples of design. GDC VAULT - A FUN TIME IN WHICH SOME NO-GOOD GAME An unbelievably miserable lecture in which an extremely strange director, YOKO TARO, and an idiotic game designer, Takahisa Taura, will try to talk about the development of 'NieR:Automata', using their near-dead brains. It seems that they are GDC VAULT - MATH FOR GAME DEVELOPERS: TILE-BASED MAP While games have been procedurally generating tile-based dungeons for decades, new techniques are allowing developers to produce ever more interesting and immersive spaces. In this session, the speakers will walk through the novel, multi-pass GDC VAULT - TECHNICAL ARTIST BOOTCAMP: DISTANCE FIELDS AND Technical Artist Bootcamp: Distance Fields and Shader Simulation Tricks. Come learn powerful techniques for applying distance fields with shaders in UE4. This talk goes over various ways to source distance field data both from within UE4 and from external programs and demonstrates practical examples you can apply to any project. GDC VAULT - BEYOND 'KILLZONE': CREATING NEW AI SYSTEMS FOR Specifically, the lecture explains how they changed the navigation and animation systems that made the characters in 'Horizon Zero Dawn' move realistically. Additionally, this session will detail how these changes impacted Guerilla's workflow throughout the project. GDC VAULT - LIGHTING THE CITY OF GLASS - RENDERING 'MIRROR Visual Arts. Overview: Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task. In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakerswill show
GDC VAULT - GPU-BASED RUN-TIME PROCEDURAL PLACEMENT IN Jaap van Muijden from Guerrilla Games will describe the GPU based procedural placement system that dynamically creates the world of 'Horizon: Zero Dawn' around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects,wildlife
GDC VAULTACCOUNTFAQNOT A MEMBERBROWSEIF $PAGETITLE GDC Vault is a trove of in-depth design, technical and inspirational talks and slides from the influencers of the game development industry, taken from over 20 years of the worldwide Game Developers Conferences. INDIVIDUAL SUBSCRIPTIONS → STUDIO SUBSCRIPTIONS →.GDC VAULT
You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - JELLY SPLASH: PUZZLING YOUR WAY TO THE TOP OF Track / Format: Free to Play Design & Business Summit. Overview: The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly GDC VAULT - BOARD GAME DESIGN DAY: "KING ME": A DEFENSE OF Overview: In this talk, notable board game designer Cole Wehrle discusses his designs (including the acclaimed 'Root', 'Pax Pamir', 'An Infamous Traffic' and 'John Company') as part of a larger conversation around player interaction. Twenty years ago conflict-driven designs were the norm. Interaction and player-driven chaos were staples of design. GDC VAULT - A FUN TIME IN WHICH SOME NO-GOOD GAME An unbelievably miserable lecture in which an extremely strange director, YOKO TARO, and an idiotic game designer, Takahisa Taura, will try to talk about the development of 'NieR:Automata', using their near-dead brains. It seems that they are GDC VAULT - MATH FOR GAME DEVELOPERS: TILE-BASED MAP While games have been procedurally generating tile-based dungeons for decades, new techniques are allowing developers to produce ever more interesting and immersive spaces. In this session, the speakers will walk through the novel, multi-pass GDC VAULT - TECHNICAL ARTIST BOOTCAMP: DISTANCE FIELDS AND Technical Artist Bootcamp: Distance Fields and Shader Simulation Tricks. Come learn powerful techniques for applying distance fields with shaders in UE4. This talk goes over various ways to source distance field data both from within UE4 and from external programs and demonstrates practical examples you can apply to any project. GDC VAULT - BEYOND 'KILLZONE': CREATING NEW AI SYSTEMS FOR Specifically, the lecture explains how they changed the navigation and animation systems that made the characters in 'Horizon Zero Dawn' move realistically. Additionally, this session will detail how these changes impacted Guerilla's workflow throughout the project. GDC VAULT - LIGHTING THE CITY OF GLASS - RENDERING 'MIRROR Visual Arts. Overview: Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task. In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakerswill show
GDC VAULT - GPU-BASED RUN-TIME PROCEDURAL PLACEMENT IN Jaap van Muijden from Guerrilla Games will describe the GPU based procedural placement system that dynamically creates the world of 'Horizon: Zero Dawn' around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects,wildlife
GDC VAULT
You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - BUILDING WORLDS USING MATH(S) This lecture will describe some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics. It also focuses on creating and testing an infinite environment with small team, in particular programmer generated worlds and art. GDC 2017. GDC VAULT - THE ULTIMATE TRIM: TEXTURING TECHNIQUES OF Visual Arts. Overview: For a relatively small team of environment artists to create the huge open world of Sunset Overdrive, we needed new ways to streamline the production of art assets while still pushing the visual quality to the next level. The Ultimate Trim became our name for a texturing technique, utilizing a certain trim layoutand
GDC VAULT - THE LAST OF US: HUMAN ENEMY AI Overview: This talk covers the technical and design decisions made to produce the human enemy AI as seen in The Last of Us. It covers the systems that formed the core of the AI decision making, as well as a higher-level look at the behaviors that formed the building blocks of enemy combat and stealth. Navigation, real-time level analysis GDC VAULT - ADAPTIVE VIRTUAL TEXTURE RENDERING IN FAR CRY 4 Programming. Overview: This lecture will present a novel technique called Adaptive Virtual Texture (AVT) rendering which is used in Far Cry 4. It will describe how we used the technique to render terrain along with a massive amount of decals very efficiently on both CPU and GPU. Traditional virtual texture rendering techniques like MegaTexture GDC VAULT - EXPLORING HIDDEN STORIES IN THE WORLD OF 'XCOM 2' This GDC 2018 talk will feature real-time interaction with the speaker through online chat messaging during its scheduled broadcast. 'XCOM 2' and 'XCOM 2: War of the Chosen' offered a linear story for the player to experience. It became apparent GDC VAULT - 'SUBNAUTICA' POSTMORTEM It is about how to thrive on Early Access.Jonas will show in detail how the Unknown Worlds Entertainment team found and doubled down on the core spikes, which make 'Subnautica' stand out, and how the process can be generalized for other games. He will show how they were able to tell a story in a nonlinear open world game. GDC VAULT - 'HORIZON ZERO DAWN': A GAME DESIGN POSTMORTEM Eric Boltjes. Company Name (s): Guerrilla Games. Track / Format: Design. Overview: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open worldaction RPG
GDC VAULT - THE STORY OF CAVE STORY You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - THE INDIRECT LIGHTING PIPELINE OF 'GOD OF WAR' Sony Santa Monica Studio. This talk covers the end-to-end indirect lighting pipeline and techniques used in 'God of War'. Gain insight into the motivation behind moving to a unified volume-texture based solution for indirect lighting of environments, characters and volumetric effects. Learn how moving to an in-game GPU based bakerallowed rapid
GDC VAULTACCOUNTFAQNOT A MEMBERBROWSEIF $PAGETITLE GDC Vault is a trove of in-depth design, technical and inspirational talks and slides from the influencers of the game development industry, taken from over 20 years of the worldwide Game Developers Conferences. INDIVIDUAL SUBSCRIPTIONS → STUDIO SUBSCRIPTIONS →.GDC VAULT
You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - JELLY SPLASH: PUZZLING YOUR WAY TO THE TOP OF Track / Format: Free to Play Design & Business Summit. Overview: The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly GDC VAULT - A FUN TIME IN WHICH SOME NO-GOOD GAME An unbelievably miserable lecture in which an extremely strange director, YOKO TARO, and an idiotic game designer, Takahisa Taura, will try to talk about the development of 'NieR:Automata', using their near-dead brains. It seems that they are GDC VAULT - BOARD GAME DESIGN DAY: "KING ME": A DEFENSE OF Overview: In this talk, notable board game designer Cole Wehrle discusses his designs (including the acclaimed 'Root', 'Pax Pamir', 'An Infamous Traffic' and 'John Company') as part of a larger conversation around player interaction. Twenty years ago conflict-driven designs were the norm. Interaction and player-driven chaos were staples of design. GDC VAULT - BUILDING WORLDS USING MATH(S) This lecture will describe some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics. It also focuses on creating and testing an infinite environment with small team, in particular programmer generated worlds and art. GDC 2017. GDC VAULT - MATH FOR GAME DEVELOPERS: TILE-BASED MAP While games have been procedurally generating tile-based dungeons for decades, new techniques are allowing developers to produce ever more interesting and immersive spaces. In this session, the speakers will walk through the novel, multi-pass GDC VAULT - THE STORY OF CAVE STORY You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - LIGHTING THE CITY OF GLASS - RENDERING 'MIRROR Visual Arts. Overview: Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task. In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakerswill show
GDC VAULT - GPU-BASED RUN-TIME PROCEDURAL PLACEMENT IN Jaap van Muijden from Guerrilla Games will describe the GPU based procedural placement system that dynamically creates the world of 'Horizon: Zero Dawn' around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects,wildlife
GDC VAULTACCOUNTFAQNOT A MEMBERBROWSEIF $PAGETITLE GDC Vault is a trove of in-depth design, technical and inspirational talks and slides from the influencers of the game development industry, taken from over 20 years of the worldwide Game Developers Conferences. INDIVIDUAL SUBSCRIPTIONS → STUDIO SUBSCRIPTIONS →.GDC VAULT
You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - JELLY SPLASH: PUZZLING YOUR WAY TO THE TOP OF Track / Format: Free to Play Design & Business Summit. Overview: The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly GDC VAULT - A FUN TIME IN WHICH SOME NO-GOOD GAME An unbelievably miserable lecture in which an extremely strange director, YOKO TARO, and an idiotic game designer, Takahisa Taura, will try to talk about the development of 'NieR:Automata', using their near-dead brains. It seems that they are GDC VAULT - BOARD GAME DESIGN DAY: "KING ME": A DEFENSE OF Overview: In this talk, notable board game designer Cole Wehrle discusses his designs (including the acclaimed 'Root', 'Pax Pamir', 'An Infamous Traffic' and 'John Company') as part of a larger conversation around player interaction. Twenty years ago conflict-driven designs were the norm. Interaction and player-driven chaos were staples of design. GDC VAULT - BUILDING WORLDS USING MATH(S) This lecture will describe some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics. It also focuses on creating and testing an infinite environment with small team, in particular programmer generated worlds and art. GDC 2017. GDC VAULT - MATH FOR GAME DEVELOPERS: TILE-BASED MAP While games have been procedurally generating tile-based dungeons for decades, new techniques are allowing developers to produce ever more interesting and immersive spaces. In this session, the speakers will walk through the novel, multi-pass GDC VAULT - THE STORY OF CAVE STORY You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - LIGHTING THE CITY OF GLASS - RENDERING 'MIRROR Visual Arts. Overview: Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task. In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakerswill show
GDC VAULT - GPU-BASED RUN-TIME PROCEDURAL PLACEMENT IN Jaap van Muijden from Guerrilla Games will describe the GPU based procedural placement system that dynamically creates the world of 'Horizon: Zero Dawn' around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects,wildlife
GDC VAULT
You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - BUILDING WORLDS USING MATH(S) This lecture will describe some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics. It also focuses on creating and testing an infinite environment with small team, in particular programmer generated worlds and art. GDC 2017. GDC VAULT - THE ULTIMATE TRIM: TEXTURING TECHNIQUES OF Visual Arts. Overview: For a relatively small team of environment artists to create the huge open world of Sunset Overdrive, we needed new ways to streamline the production of art assets while still pushing the visual quality to the next level. The Ultimate Trim became our name for a texturing technique, utilizing a certain trim layoutand
GDC VAULT - THE LAST OF US: HUMAN ENEMY AI Overview: This talk covers the technical and design decisions made to produce the human enemy AI as seen in The Last of Us. It covers the systems that formed the core of the AI decision making, as well as a higher-level look at the behaviors that formed the building blocks of enemy combat and stealth. Navigation, real-time level analysis GDC VAULT - 'SUBNAUTICA' POSTMORTEM It is about how to thrive on Early Access.Jonas will show in detail how the Unknown Worlds Entertainment team found and doubled down on the core spikes, which make 'Subnautica' stand out, and how the process can be generalized for other games. He will show how they were able to tell a story in a nonlinear open world game. GDC VAULT - EXPLORING HIDDEN STORIES IN THE WORLD OF 'XCOM 2' This GDC 2018 talk will feature real-time interaction with the speaker through online chat messaging during its scheduled broadcast. 'XCOM 2' and 'XCOM 2: War of the Chosen' offered a linear story for the player to experience. It became apparent GDC VAULT - ADAPTIVE VIRTUAL TEXTURE RENDERING IN FAR CRY 4 Programming. Overview: This lecture will present a novel technique called Adaptive Virtual Texture (AVT) rendering which is used in Far Cry 4. It will describe how we used the technique to render terrain along with a massive amount of decals very efficiently on both CPU and GPU. Traditional virtual texture rendering techniques like MegaTexture GDC VAULT - TECHNICAL ARTIST BOOTCAMP: DISTANCE FIELDS AND Technical Artist Bootcamp: Distance Fields and Shader Simulation Tricks. Come learn powerful techniques for applying distance fields with shaders in UE4. This talk goes over various ways to source distance field data both from within UE4 and from external programs and demonstrates practical examples you can apply to any project. GDC VAULT - CREATING CONFLICT: COMBAT DESIGN FOR AAA Experienced developers from studios including Guerrilla Games, Dambuster Studios and Cloud Imperium Games discuss creating combat scenarios for AAA action games. The panelists will take audience members through the various steps and GDC VAULT - THE INDIRECT LIGHTING PIPELINE OF 'GOD OF WAR' Sony Santa Monica Studio. This talk covers the end-to-end indirect lighting pipeline and techniques used in 'God of War'. Gain insight into the motivation behind moving to a unified volume-texture based solution for indirect lighting of environments, characters and volumetric effects. Learn how moving to an in-game GPU based bakerallowed rapid
GDC VAULTACCOUNTFAQNOT A MEMBERBROWSEIF $PAGETITLE GDC Vault is a trove of in-depth design, technical and inspirational talks and slides from the influencers of the game development industry, taken from over 20 years of the worldwide Game Developers Conferences. INDIVIDUAL SUBSCRIPTIONS → STUDIO SUBSCRIPTIONS →. GDC VAULT - BUILDING WORLDS USING MATH(S) This lecture will describe some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics. It also focuses on creating and testing an infinite environment with small team, in particular programmer generated worlds and art. GDC 2017. GDC VAULT - JELLY SPLASH: PUZZLING YOUR WAY TO THE TOP OF Track / Format: Free to Play Design & Business Summit. Overview: The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly GDC VAULT - MATH FOR GAME DEVELOPERS: TILE-BASED MAP While games have been procedurally generating tile-based dungeons for decades, new techniques are allowing developers to produce ever more interesting and immersive spaces. In this session, the speakers will walk through the novel, multi-pass GDC VAULT - BOARD GAME DESIGN DAY: "KING ME": A DEFENSE OF Overview: In this talk, notable board game designer Cole Wehrle discusses his designs (including the acclaimed 'Root', 'Pax Pamir', 'An Infamous Traffic' and 'John Company') as part of a larger conversation around player interaction. Twenty years ago conflict-driven designs were the norm. Interaction and player-driven chaos were staples of design. GDC VAULT - A FUN TIME IN WHICH SOME NO-GOOD GAME An unbelievably miserable lecture in which an extremely strange director, YOKO TARO, and an idiotic game designer, Takahisa Taura, will try to talk about the development of 'NieR:Automata', using their near-dead brains. It seems that they are GDC VAULT - ADVANCED VR RENDERING PERFORMANCE Valve's Aperture Robot Repair VR experience that was shown at GDC 2015 required an NVIDIA 980 to maintain framerate, but this talk will use that same experience as an example of how we now adaptively scale fidelity to maintain 90 fps on an NVIDIA 680, a 4-year-old GPU. The end result is an engine that appears higher fidelity throughout the GDC VAULT - THE ARCANE ART OF PUZZLE DEPENDENCY DIAGRAMS The Puzzle Design Diagram was invented by Ron Gilbert at Lucasfilm Games to complete the design of Maniac Mansion. Since then, it has been refined, expanded, and remains a very useful, but heretofore, mysterious tool for those who craft interactive stories. It facilitates several counterintuitive techniques, includingdependency-only
GDC VAULT - THE STORY OF CAVE STORY You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - 'SUBNAUTICA' POSTMORTEM It is about how to thrive on Early Access.Jonas will show in detail how the Unknown Worlds Entertainment team found and doubled down on the core spikes, which make 'Subnautica' stand out, and how the process can be generalized for other games. He will show how they were able to tell a story in a nonlinear open world game. GDC VAULTACCOUNTFAQNOT A MEMBERBROWSEIF $PAGETITLE GDC Vault is a trove of in-depth design, technical and inspirational talks and slides from the influencers of the game development industry, taken from over 20 years of the worldwide Game Developers Conferences. INDIVIDUAL SUBSCRIPTIONS → STUDIO SUBSCRIPTIONS →. GDC VAULT - BUILDING WORLDS USING MATH(S) This lecture will describe some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics. It also focuses on creating and testing an infinite environment with small team, in particular programmer generated worlds and art. GDC 2017. GDC VAULT - JELLY SPLASH: PUZZLING YOUR WAY TO THE TOP OF Track / Format: Free to Play Design & Business Summit. Overview: The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly GDC VAULT - MATH FOR GAME DEVELOPERS: TILE-BASED MAP While games have been procedurally generating tile-based dungeons for decades, new techniques are allowing developers to produce ever more interesting and immersive spaces. In this session, the speakers will walk through the novel, multi-pass GDC VAULT - BOARD GAME DESIGN DAY: "KING ME": A DEFENSE OF Overview: In this talk, notable board game designer Cole Wehrle discusses his designs (including the acclaimed 'Root', 'Pax Pamir', 'An Infamous Traffic' and 'John Company') as part of a larger conversation around player interaction. Twenty years ago conflict-driven designs were the norm. Interaction and player-driven chaos were staples of design. GDC VAULT - A FUN TIME IN WHICH SOME NO-GOOD GAME An unbelievably miserable lecture in which an extremely strange director, YOKO TARO, and an idiotic game designer, Takahisa Taura, will try to talk about the development of 'NieR:Automata', using their near-dead brains. It seems that they are GDC VAULT - ADVANCED VR RENDERING PERFORMANCE Valve's Aperture Robot Repair VR experience that was shown at GDC 2015 required an NVIDIA 980 to maintain framerate, but this talk will use that same experience as an example of how we now adaptively scale fidelity to maintain 90 fps on an NVIDIA 680, a 4-year-old GPU. The end result is an engine that appears higher fidelity throughout the GDC VAULT - THE ARCANE ART OF PUZZLE DEPENDENCY DIAGRAMS The Puzzle Design Diagram was invented by Ron Gilbert at Lucasfilm Games to complete the design of Maniac Mansion. Since then, it has been refined, expanded, and remains a very useful, but heretofore, mysterious tool for those who craft interactive stories. It facilitates several counterintuitive techniques, includingdependency-only
GDC VAULT - THE STORY OF CAVE STORY You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - 'SUBNAUTICA' POSTMORTEM It is about how to thrive on Early Access.Jonas will show in detail how the Unknown Worlds Entertainment team found and doubled down on the core spikes, which make 'Subnautica' stand out, and how the process can be generalized for other games. He will show how they were able to tell a story in a nonlinear open world game.GDC VAULT
You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.GDC VAULT
You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - A FUN TIME IN WHICH SOME NO-GOOD GAME An unbelievably miserable lecture in which an extremely strange director, YOKO TARO, and an idiotic game designer, Takahisa Taura, will try to talk about the development of 'NieR:Automata', using their near-dead brains. It seems that they are GDC VAULT - THE LAST OF US: HUMAN ENEMY AI Overview: This talk covers the technical and design decisions made to produce the human enemy AI as seen in The Last of Us. It covers the systems that formed the core of the AI decision making, as well as a higher-level look at the behaviors that formed the building blocks of enemy combat and stealth. Navigation, real-time level analysis GDC VAULT - THE DATA BUILDING PIPELINE OF 'OVERWATCH' The Data Building Pipeline of 'Overwatch'. Speaker (s): David Clyde. Company Name (s): Blizzard Entertainment. Track / Format: Programming. Overview: 'Overwatch' is based on a proprietary game engine developed at Blizzard that shipped simultaneously on three platforms: PC,PlayStation 4,
GDC VAULT - CREATING CONFLICT: COMBAT DESIGN FOR AAA Experienced developers from studios including Guerrilla Games, Dambuster Studios and Cloud Imperium Games discuss creating combat scenarios for AAA action games. The panelists will take audience members through the various steps and GDC VAULT - ADAPTIVE VIRTUAL TEXTURE RENDERING IN FAR CRY 4 Programming. Overview: This lecture will present a novel technique called Adaptive Virtual Texture (AVT) rendering which is used in Far Cry 4. It will describe how we used the technique to render terrain along with a massive amount of decals very efficiently on both CPU and GPU. Traditional virtual texture rendering techniques like MegaTexture WELCOME, {IF $USER->FIRST_NAME}{$USER->FIRST_NAME}{ELSE You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account. GDC VAULT - GPU-BASED RUN-TIME PROCEDURAL PLACEMENT IN Jaap van Muijden from Guerrilla Games will describe the GPU based procedural placement system that dynamically creates the world of 'Horizon: Zero Dawn' around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects,wildlife
GDC VAULT - THE INDIRECT LIGHTING PIPELINE OF 'GOD OF WAR' Sony Santa Monica Studio. This talk covers the end-to-end indirect lighting pipeline and techniques used in 'God of War'. Gain insight into the motivation behind moving to a unified volume-texture based solution for indirect lighting of environments, characters and volumetric effects. Learn how moving to an in-game GPU based bakerallowed rapid
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