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<div class="entry-content">
<p>(last update: May 20, 2016)</p>
<p>This year’s GDC was awesome. Some amazing&nbsp;presentations and again I could chat with super-smart and inspiring people. Be&nbsp;sure to check out <a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf">“Advanced Techniques and Optimization of HDR Color Pipelines”</a>, <a href="http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/">“Optimizing the Graphics Pipeline with Compute”</a>&nbsp;and <a href="http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/">“Photogrammetry and Star Wars Battlefront”</a>&nbsp;. Growing list of presentations:</p>
<h1>Programming Track</h1>
<ul>
<li><a href="http://wili.cc/research/northlight_dx12/GDC16_Timonen_Northlight_DX12.pptx">“Developing The Northlight Engine: Lessons Learned”</a> –&nbsp;Ville Timonen (Remedy Entertainment)</li>
<li><a href="http://htmlpreview.github.io/?https://cdn.rawgit.com/niklasfrykholm/gdc-2016-technical-introduction-to-stingray/34d63aef8b5847858b25dd97b0e19f1557d92aa7/index.babel.html">“Technical Introduction to the Stingray Game Engine”</a> –&nbsp;Niklas Frykholm (Autodesk)</li>
<li><a href="http://oxidegames.com/wp-content/uploads/2016/03/Object-Space-Lighting-Rev-21.pptx">“Object Space Rendering in DirectX 12”</a> – Dan Baker (Oxide Games)</li>
<li><a href="http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/">“Optimizing the Graphics Pipeline with Compute”</a> –&nbsp;Graham Wihlidal (Frostbite)</li>
<li><a href="https://deplinenoise.files.wordpress.com/2016/03/gdc16_fredriksson_jaguar.pdf">“Taming the Jaguar”</a> – Andreas Fredriksson (Insomniac Games)</li>
<li><a href="http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016.pdf">“Advanced VR Rendering Performance”</a> – Alex Vlachos (Valve)</li>
<li><a href="https://knarkowicz.files.wordpress.com/2016/03/knarkowicz_realtime_bc6h_gdc_2016.pdf">“Real-time BC6H Compression on GPU”</a> – Krzysztof Narkowicz (Flying Wild Hog)</li>
<li><a href="http://assemblyrequired.crashworks.org/support-page-for-gdc16-tldr-statistics/">“TLDR Statistics for Game Devs. The math you need to win arguments”</a> – Elan Ruskin (Insomniac Games)</li>
<li><a href="https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf">“Temporal Reprojection Anti-Aliasing in INSIDE”</a> –<br>
Lasse Jon Fuglsang Pedersen (Playdead)</li>
<li><a href="https://www.dropbox.com/s/ud1x6e0e13u8qh9/akaplanyan_specular_aa.pdf">“Stable Specular Hightlights”</a>&nbsp;(<a href="https://www.dropbox.com/s/ud1x6e0e13u8qh9/akaplanyan_specular_aa.pdf">pdf with notes</a>,&nbsp;<a href="https://www.dropbox.com/s/399wqjx05a33p97/akaplanyan_specular_aa.pptx">large pptx with videos</a>)&nbsp;– Anton S. Kaplanyan (NVIDIA)</li>
<li><a href="http://www.huwbowles.com/fpi-gdc-2016/">“Fixed Point Iteration – A Simple, Efficient and Useful Solver”</a> – Huw Bowles (Studio Gobo)</li>
<li><a href="http://www.duskborn.com/wp-content/uploads/2015/03/AnIntroductionToSPIR-V.pdf">“An Introduction to SPIR-V”</a> – Neil Henning</li>
<li><a href="https://www.dropbox.com/sh/dmye840y307lbpx/AAAQpC0MxMbuOsjm6XmTPgFJa">“An Excursion in Temporal Supersampling”</a> – Marco Salvi (NVIDIA)</li>
<li><a href="http://www.slideshare.net/UmbraSoftware/gdc16-improving-geometry-culling-for-deus-ex-mankind-divided-by-nicolas-trudel">“Improving Geometry Culling for ‘Deus Ex: Mankind Divided'”</a> – Nicolas Trudel (Eidos-Montréal)</li>
<li><a href="https://developer.nvidia.com/VolumetricLighting">“Fast, Flexible, Physically-Based Volumetric Light Scattering”</a> – Nathan Hoobler (NVIDIA)</li>
<li><a href="https://www.youtube.com/watch?v=BXcw2IrIinc">“Building Paragon in Unreal Engine 4”</a> – Benn Gallagher, Martin Mittring (Epic Games)</li>
<li><a href="https://software.intel.com/sites/default/files/managed/20/d5/2016_GDC_Optimizations-and-DirectX-features-in-JC3_v0-92_X.pdf">“More Explosions, More Chaos, and Definitely More Blowing Stuff Up: Optimizations and New DirectX Features in ‘Just Cause 3′”</a> –&nbsp;Emil Persson (Avalanche Studios),&nbsp;Antoine Cohade (Intel)</li>
<li><a href="https://www.youtube.com/watch?v=dcDDvoauaz0">“DirectX 12 Advancements”</a>&nbsp;(<a href="https://onedrive.live.com/?cid=a4b88088c01d9e9a&amp;id=A4B88088C01D9E9A%21170&amp;authkey=%21AFU3moSbUzyUgaE">pdf</a>, <a href="https://www.youtube.com/watch?v=dcDDvoauaz0">video</a>) – Max McMullen (Microsoft)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/1_PowerVR%20Graphics%20Keynote%20%E2%80%93%20latest%20developments%20and%20future%20plans%2C10.00-11.00%2CKB8c.pdf">“PowerVR Graphics – Latest Developments and Future Plans”</a> – Kristof Beets (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/2_Ray%20Tracing%20API%20Overview.pdf">“Ray Tracing on the Wizard GPU”</a> – Luke Peterson, Tobias Hector (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/3_Real-time%20ray%20tracing%20techniques%20for%20developers.pdf">“Real-Time Ray Tracing Rechniques for Developers”</a> – James Rumble (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/4_LightMapping.pdf">“Interactive Light Mapping with PowerVR Ray Tracing”</a> – Jens Fursund, Justin DeCell (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/5_AdvancedRayTracing.pdf">“Advanced Topics for PowerVR Ray Tracing”</a> – Gareth Morgan, Luke Peterson (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/6_Efficient%20rendering%20with%20Vulkan%20on%20PowerVR.pdf">“Efficient Rendering with Vulkan on PowerVR”</a> – Ashley Smith, Tobias Hector (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/7_FrameworkIDC16.pdf">“Migrating to Vulkan with the New PowerVR Graphics Framework”</a> – Paul Sobek, Tobias Hector (Imagination Technologies)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Practical_DX12_Programming_Model_and_Hardware_Capabilities.pdf">“Practical DirectX 12 – Programming Model and Hardware Capabilities”</a> – Gareth Thomas (AMD), Alex Dunn (NVIDIA)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/VulkanFastPaths.pdf">“Vulkan Fast Paths”</a> – Graham Sellers, Timothy Lottes, Matthäus Chajdas (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Let_your_game_shine_optimizing_DirectX-12_and_Vulkan-performance_with_AMD_CodeXL.pdf">“Let Your Game Shine – Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL”</a> – Doron Ofek (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GDC_2016_D3D12_Right_On_Queue_final.pdf">“Right on Queue: Advanced DirectX 12 Programming”</a> – Stephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/d3d12_vulkan_lessons_learned.pdf">“D3D12 &amp; Vulkan: Lessons Learned”</a> – Matthaeus Chajdas (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf">“Advanced Techniques and Optimization of HDR Color Pipelines”</a> – Timothy Lottes (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/LiquidVR_GDC2016_final.pdf">“LiquidVR™ Today and Tomorrow”</a> – Guennadi Riguer (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/MULTIPLATFORM-GPU-RAY-TRACING-SOLUTIONS-WITH-FIRERENDER-AND-FIRERAYS.pdf">“Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays”</a> – Takahiro Harada, Dmitry Kozlov (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Unlocking_Game_Dev_with_OpenSource_GDC16.pdf">“GPUOpen – Unlocking Game Development with Open Source”</a> – Nicolas Thibieroz (AMD), Jason Stewart (AMD), Dmitry Kozlov (AMD),&nbsp;Doron Ofek (AMD), Jean-Normand Bucci (Eidos Montreal)</li>
<li><a href="https://drive.google.com/file/d/0B3USS2EfBt-tSk9TQ0dSSXR1R2M/view">“Rendering ‘Hitman’ with DirectX 12”</a> – Jonas Meyer (IO Interactive)</li>
<li><a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pdf">“Low Complexity, High Fidelity – INSIDE Rendering”</a>&nbsp;(<a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pdf">pdf</a>, <a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pptx">huge pptx with videos</a>) – Mikkel Gjoel, Mikkel Svendsen “Playdead”</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/mschott_lbishop_gl_vulkan.pdf">“High-performance, Low-Overhead Rendering with OpenGL and Vulkan”</a> – Mathias Schott, Lars Bishop (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/AdvancedRenderingwithDirectX11andDirectX12.pdf">“Advanced Rendering with DirectX 11 and DirectX 12”</a> – Holger Gruen (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/jstory_hfts.pdf">“Advanced Geometrically Correct Shadows for Modern Game Engines”</a> – Jon Story (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/atatarinov_alpanteleev_advanced_ao.pdf">“Advanced Ambient Occlusion Methods for Modern Games”</a> – Andrei Tatarinov, Alexey Panteleev (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/tfoley_shader_programming.pdf">“Shader Programming: What’s Next?”</a> – Tim Foley (NVIDIA)</li>
</ul>
<h1>Math for Game Programmers</h1>
<ul>
<li><a href="http://www.mathforgameprogrammers.com/">Math For Game Programmers website</a></li>
<li><a href="http://piratehearts.com/files/KylePittmanBuildingABetterJump.pptx">“Math for Game Programmers: Building A Better Jump”</a> – (<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pptx">pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pdf">pdf</a>) Kyle Pittman (Minor Key Games)</li>
<li>“<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Eiserloh_Squirrel_JuicingYourCameras.pptx">Math for Game Programmers: Juicing Your Cameras With Math”</a>&nbsp;(<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Eiserloh_Squirrel_JuicingYourCameras.pptx">pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pdf">pdf</a>) – Squirrel Eiserloh (SMU Guildhall)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Cat_Dr_RandomTidbits.pptx">“Math for Game Programmers: Random Tidbits: Use Chance to Enhance Fun!”</a> – Dr. Cat (Dragon’s Eye Productions)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Birke_Chris_ImplicitFunctionRaytracing.pdf">“Math for Game Programmers: Implicit Function Raytracing”</a> – Chris Birke (Secant Astronomy)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Sturtevant_Nathan_IndexingDesignSpaces.pdf">“Math for Game Programmers: Indexing and Iterating Design Space Permutations”</a> – Nathan Sturtevant (University of Denver / NS Software)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf">“Math for Game Programmers: Voxel Surfing”</a>&nbsp;(<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pptx">large pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf">pdf</a>)&nbsp;– Michael Austin (Hidden Path Entertainment)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Vining_Nicholas_DifferentialCoordinatesLaplacians.pptx">“Math for Game Programmers: Differential Coordinates and Laplacians”</a> – Nicholas Vining (Gaslamp Games)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Strange_Simon_SphericalCoordinates.ppt">“Math for Game Programmers: Fighting With Spherical Coordinates For Military Training”</a> – Simon Strange (Pipeworks)</li>
<li><a href="http://www.mathforgameprogrammers.com/GDC2016_VanDenBergen_Gino_RotationalJointLimits.pdf">“Math for Game Programmers: Rotational Joint Limits in Quaternion Space”</a> – Gino Van den Bergen (Dtecta)</li>
</ul>
<h1>Visual Arts Track</h1>
<ul>
<li><a href="https://www.youtube.com/watch?v=ILacgSf1vck">“Digital Humans: Crossing the Uncanny Valley in Unreal Engine 4”</a> (<a href="https://cdn2.unrealengine.com/Resources/files/GDC2016_Senua-824839771.pptx">pptx</a>, <a href="https://www.youtube.com/watch?v=ILacgSf1vck">video</a>)- (Epic Games)</li>
<li><a href="https://www.youtube.com/watch?v=_wKOTmcHI84">“A Real-Time Rendered Future”</a> – (Epic Games)</li>
<li><a href="http://www.drewskillman.com/gdc2016_vfxroundtable.pdf">“Visual Effects Roundtable”</a> – Drew Skillman (Google)</li>
<li><a href="http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/">“Photogrammetry and Star Wars Battlefront”</a> –&nbsp;Kenneth Brown, Andrew Hamilton (DICE)</li>
<li><a href="http://www.slideshare.net/wesmcdermott9/gdc-2016-endtoend-approach-to-physically-based-rendering">“End-to-End Approach to Physically Based Rendering”</a> – Wes McDermott (Allegorithmic), Sam Bugden (Geomerics)</li>
<li><a href="http://www.frostbite.com/2016/04/lighting-the-city-of-glass/">“Lighting the City of Glass – Rendering ‘Mirror’s Edge: Catalyst'”</a> – Fabien Christin (EA DICE)</li>
<li><a href="https://www.youtube.com/watch?v=rFZxj2RG_Vg">“Substance in Rainbow Six: Siege”</a> –&nbsp;Lucas Granito (Ubisoft Montreal)</li>
<li><a href="https://www.youtube.com/watch?v=aZJQuHZQakQ">“Technical Art Culture of ‘Uncharted 4′”</a> – Andrew Maximov (Naughty Dog)</li>
<li><a href="http://alsber.com/">“IK Rig: Procedural Pose Animation”</a> (<a href="http://alsber.com/">website</a>, <a href="http://tinyurl.com/jr45lgy">huge pptx</a>)- Alexander Bereznyak (Ubisoft)</li>
</ul>
<h1>Production Track</h1>
<ul>
<li><a href="https://www.dropbox.com/s/mz0nwn61lir3vk5/Great%20Management%20of%20Technical%20Leads.pptx?dl=0">“Great Management of Technical Leads”</a> – Mike Acton (Insomniac Games)</li>
<li><a href="https://www.dropbox.com/s/sj1z2pa2phfb6gk/GameOutcomes_GDCTalk_2016_PaulTozour.pptx">“The Game Outcomes Project: How Teamwork, Leadership and Culture Drive Results”</a> – Paul Tozour (Mothership Entertainment)</li>
<li><a href="http://www.p1xelcoder.com/resources/GDC_2016_Lead_the_way_A_practical_guide_to_team_leadership.pdf">“Lead the Way! A Practical Guide to Team Leadership”</a> – Oliver Franzke (Double Fine Productions)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/mkraemer_mdl_in_substance.pdf">“Give life to your 3D art with MDL and NVIDIA Iray in Substance Painter”</a> – Manuel Kraemer (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/cem_vrworks.pdf">“Rendering Faster and Better with NVIDIA GameWorks VR in UE4”</a> – Cem Cebenoyan (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/Vulkan_Essentials_GDC16_tlorach.pdf">“Vulkan and NVIDIA The Essentials”</a> – Tristan Lorach (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/lbishop_android_gaming.pdf">“Android TV Gaming: Designing (and Programming) for Success on Marshmallow”</a> – Lars Bishop (NVIDIA)</li>
</ul>
<h1>Design Track</h1>
<ul>
<li><a href="https://www.dropbox.com/s/o6mikd7lm0tagk8/Chyr_William_LevelDesignIn.pdf">“Level Design Workshop: Level Design in Impossible Geometry”</a> – William Chyr (Independent)</li>
<li><a href="http://media.obsidian.net/eternity/media/misc/pe-jsawyer-gods-and-dumps.pdf">“Gods and Dumps: Attribute Tuning in Pillars of Eternity”</a> – Josh Sawyer (Obsidian Entertainment)</li>
<li><a href="http://naimadgames.com/publications.html">“Forging The River in “The Flame in The Flood”</a> – Damian Isla (The Molasses Flood)</li>
<li><a href="http://www.slideshare.net/JoelBurgess/gdc-2016-modular-level-design-of-fallout-4">“‘Fallout 4’s’ Modular Level Design”</a> – Joel Burgess, Nathan Purkeypile (Bethesda Game Studios)</li>
<li><a href="http://www.slideshare.net/AnthonyPecorella/idle-chatter-gdc-2016-59734260">“Idle Chatter: What We Can Learn From Self-Playing Games”</a> – Anthony Pecorella (Kongregate)</li>
<li><a href="https://www.youtube.com/watch?v=Vjhcc-qKUJM">“The Future of Virtual Reality: Luminary Panel Discussion”</a> – (Epic Games)</li>
<li><a href="http://celiahodent.com/the-gamers-brain-part-2-gdc16/">“The Gamer’s Brain, Part 2: UX of Onboarding and Player Engagement”</a> – Celia Hodent (Epic Games)</li>
</ul>
<h1>Game VR/AR Track</h1>
<ul>
<li><a href="http://www.slideshare.net/jesseschell/40-vrar-predictions-gdc-2016">“Forty Predictions for VR/AR through 2025”</a> – Jesse Schell (Schell Games)</li>
<li><a href="https://drive.google.com/file/d/0B8U5MJ4Ll3Eid0w4S3NvZDNzNXM/view">“Fast and Flexible: Technical Art and Rendering For The Unknown”</a> – James Answer (Sony London Studio)</li>
</ul>
<h1>Business&nbsp;Track</h1>
<ul>
<li><a href="https://www.youtube.com/watch?v=x27orNODd18">“Game Developers Town Hall”</a> – (Epic Games)</li>
<li><a href="https://www.youtube.com/watch?v=_veq6Q51Zlg">“State of Unreal: Epic Games Opening Session”</a> – Tim Sweeney (Epic Games)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/GFN_GDC.pdf">“Streaming Games from the Cloud with GeForce NOW”</a> – Phil Eisler (NVIDIA)</li>
</ul>
<h1>AI Summit</h1>
<ul>
<li><a href="http://naimadgames.com/publications.html">“AI For Generated Worlds”</a> – Damian Isla (The Molasses Flood)</li>
</ul>
<h1>Game Narrative Sumit</h1>
<ul>
<li><a href="https://docs.google.com/presentation/d/1J15TXpHKWAgb-ZsJ0MfuJBrOt8Xk8-m6Y_fPdHV9Mdg/edit">“Choice, Consequence and Complicity”</a> – Alexis Kennedy (Failbetter Games)</li>
<li><a href="http://paranoidproductions.com/miscwritings/DynamicStoriesForDynamicGamesW.ppt">“Dynamic Stories for Dynamic Games: Six Ways to Give Each Player a Unique Narrative”</a> – Richard Rouse III (Paranoid Productions)</li>
<li><a href="http://paranoidproductions.com/miscwritings/GDCNarrativeInnovationTalk-WhatIfW.ppt">“What If: The Church in The Darkness”</a>&nbsp;–&nbsp;Richard Rouse III (Paranoid Productions)</li>
</ul>
<h1>Independent Games Summit</h1>
<ul>
<li><a href="https://dl.dropboxusercontent.com/u/3116524/Compton_Kate_TechToolBox.pdf">“Tracery generating text, graphics, and more!”</a> – Kate Compton (Independent)</li>
<li><a href="https://www.dropbox.com/s/by3zzg35v67lh31/Cornut_Omar_Making_Your_Own_Tools.pdf">“Making Your Own Tools &amp; Hidden Benefits”</a> – Omar Cornut (Lizardcube)</li>
</ul>
<h1>Presentation Coverage</h1>
<ul>
<li><a href="http://www.dualshockers.com/2016/03/15/ubisoft-introduces-motion-matching-the-first-step-to-next-gen-animation/">“Motion Matching and The Road to Next-Gen Animation”</a> – Simon Clavet (Ubisoft Montreal)</li>
<li><a href="http://www.dualshockers.com/2016/03/17/directx-12-adoption-huge-among-developers-hdr-support-coming-in-2017-as-microsoft-shares-new-info/">“DirectX 12 Advancements”</a> – Max McMullen (Microsoft)</li>
<li><a href="http://www.dualshockers.com/2016/03/14/directx12-requires-different-optimization-on-nvidia-and-amd-cards-lots-of-details-shared/">“Practical DirectX 12 – Programming Model and Hardware Capabilities”</a> – Gareth Thomas (AMD), Alex Dunn (NVIDIA)</li>
<li><a href="http://www.dualshockers.com/2016/03/16/amazing-uncharted-4-pictures-show-environments-and-more-naughty-dog-talks-texture-design-at-gdc/">“Texturing Uncharted 4: a matter of Substance”</a> – Brad Smith (Naughty Dog), Sebastien Deguy (ALLEGORITHMIC), Rogelio Olguin (Naughty Dog)</li>
<li><a href="http://www.dualshockers.com/2016/03/15/directx-12-compared-against-directx-11-in-hitman-advanced-visual-effects-showcased/">“Rendering ‘Hitman’ with DirectX 12”</a> – Jonas Meyer (IO Interactive)</li>
<li><a href="http://www.gameanim.com/2016/03/23/cinematic-dialogue-witcher-3/">“Behind the Scenes of Cinematic Dialogues in ‘The Witcher 3: Wild Hunt'”</a> – Piotr Tomsiński (CD Projekt Red)</li>
<li><a href="http://gamasutra.com/view/news/268400/Analyzing_why_people_play_games_and_how_it_changes_over_time.php">“Engines of Play: How Player Motivation Changes Over Time”</a> – Jason VandenBerghe (Ubisoft)</li>
<li><a href="http://www.gameanim.com/2016/05/03/motion-matching-ubisofts-honor/">“Motion Matching and The Road to Next-Gen Animation”</a> – Simon Clavet (Ubisoft Montreal)</li>
</ul>
<h1>Khronos Session</h1>
<ul>
<li><a href="https://www.youtube.com/watch?v=HM8vYJQtHpA">Khronos Session – Vulkan part 1</a></li>
<li><a href="https://www.youtube.com/watch?v=xXyZ4YaktyU">Khronos Session – Vulkan part 2</a></li>
<li><a href="https://www.youtube.com/watch?v=DzBlv8jysak">Khronos Session – WebGL + glTF</a></li>
</ul>
<h1>GDC Vault</h1>
<ul>
<li><a href="http://www.gdcvault.com/vault/1337?cid=1337">GDC Vault</a></li>
</ul>
<p>&nbsp;</p>
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