<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Krzysztof Narkowicz]]></provider_name><provider_url><![CDATA[https://knarkowicz.wordpress.com]]></provider_url><author_name><![CDATA[Krzysztof Narkowicz]]></author_name><author_url><![CDATA[https://knarkowicz.wordpress.com/author/knarkowicz/]]></author_url><title><![CDATA[GDC 2018 Presentations]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>(last update: April 8, 2018)</p>
<h1>Programming</h1>
<ul>
<li><a href="https://www.remedygames.com/experiments-with-directx-raytracing-in-remedys-northlight-engine/">&#8220;Advanced Graphics Techniques Tutorial: The Latest Graphics Technology in Remedy&#8217;s Northlight Engine&#8221;</a> &#8211; Tatu Aalto (Remedy Entertainment)</li>
<li><a href="https://www.khronos.org/developers/library/2018-gdc">Khronos Group Presentations</a></li>
<li><a href="https://www.youtube.com/watch?v=JAKXySYfLWo">&#8220;Cinematic Lighting in Unreal Engine&#8221;</a> &#8211; Epic Games</li>
<li><a href="https://www.youtube.com/watch?v=KHWquMYtji0">&#8220;Optimizing UE4 for Fortnite: Battle Royale: Part 1&#8221;</a> &#8211; Epic Games</li>
<li><a href="https://www.youtube.com/watch?v=1xiwJukvb60">&#8220;Optimizing UE4 for Fortnite: Battle Royale: Part 2&#8221;</a> &#8211; Epic Games</li>
<li><a href="https://www.youtube.com/watch?v=mNPYdfRVPtM">&#8220;Programmable VFX with Unreal Engine&#8217;s Niagara&#8221;</a> &#8211; Epic Games</li>
<li><a href="https://www.youtube.com/watch?v=_OuCrbwEJW4">&#8220;Creating Believable Characters in Unreal Engine&#8221;</a> &#8211; Epic Games</li>
<li><a href="https://www.ea.com/seed/news/seed-gdc-2018-presentation-slides-shiny-pixels">&#8220;Shiny Pixels and Beyond: Real-Time Raytracing at SEED&#8221; </a>&#8211; Johan Andersson, Colin Barre-Brisebois (Electronic Arts)</li>
<li><a href="https://www.dropbox.com/s/guyvljewxhjssyr/ccoffin_GDC18_Version030_final.pptx?dl=0">&#8220;Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques&#8221;</a> &#8211; Christina Coffin</li>
<li><a href="https://www.dropbox.com/s/05i78edia1qu3s2/Tools%20Tutorial%20Day%20-%20Shipping%20Call%20of%20Duty.pdf?dl=0">&#8220;Tools Tutorial Day: Shipping &#8216;Call of Duty'&#8221;</a> &#8211; Paul Haile (Infinity Ward)</li>
<li><a href="https://www.dropbox.com/s/s9tzmyj0wqkymmz/Claybook_Simulation_Raytracing_GDC18.pptx?dl=0">&#8220;GPU-Based Clay Simulation and Ray-Tracing Tech in &#8216;Claybook'&#8221;</a> &#8211; Sebastian Aaltonen (Second Order)</li>
<li><a href="https://drive.google.com/drive/folders/0B8l3tRzjCaGVUnBUcS1TdURLa1U">&#8220;The Asset Build System of &#8216;Far Cry 5&#8242;&#8221;</a> &#8211; Remi Quenin (Ubisoft Montreal)</li>
<li><a href="https://www.dropbox.com/s/zgeuoo3nalidpqn/clewin_gdc.pptx?dl=0">&#8220;Cloth Self Collision with Predictive Contacts&#8221;</a> (<a href="https://www.ea.com/frostbite/news/cloth-self-collision-with-predictive-contacts">Technical Report</a>) &#8211; Chris Lewin (Electronic Arts)</li>
<li><a href="https://s3-us-west-1.amazonaws.com/coral-vr.com/downloads/VRDC-CoralConemarchingIn90fps.pdf">&#8220;Cone Marching in VR: Developing a Fractal Experience at 90fps&#8221;</a> &#8211; Johannes Saam, Mariano Merchante (Framestore)</li>
<li><a href="http://www.dsvolition.com/publications/rendering-technology-in-agents-of-mayhem/">&#8220;Rendering Technology in &#8216;Agents of Mayhem'&#8221;</a> &#8211; Scott Kircher (Volition)</li>
<li><a href="https://drive.google.com/file/d/1H6ouhi96pLg8WDlwXSGHFupPyZDv2MF6/view">&#8220;Terrain Rendering in &#8216;Far Cry 5&#8242;&#8221;</a> &#8211; Jeremy Moore (Ubisoft)</li>
<li><a href="https://www.ea.com/seed/news/seed-gdc-2018-presentation-slides-creativity-of-rules-and-patterns">&#8220;Creativity of Rules and Patterns: Designing Procedural Systems&#8221;</a> &#8211; Anastasia Opara (Electronic Arts)</li>
<li><a href="https://www.ea.com/frostbite/news/circular-separable-convolution-depth-of-field">&#8220;Circular Separable Convolution Depth of Field&#8221;</a> &#8211; Kleber Garcia (Electronic Arts)</li>
<li><a href="http://terathon.com/gdc18_lengyel.pdf">&#8220;Linear Algebra Upgraded&#8221;</a> &#8211; Eric Lengyel (Terathon Software)</li>
<li><a href="https://gpuopen.com/gdc-2018-presentation-real-time-ray-tracing-techniques-integration-existing-renderers/">&#8220;Real-Time Ray-Tracing Techniques for Integration into Existing Renderers&#8221;</a> &#8211; Takahiro Harada (AMD)</li>
<li><a href="https://www.youtube.com/watch?v=kwnb9Clh2Is">&#8220;Job System &amp; Entity Component System&#8221;</a> &#8211; Unity</li>
<li><a href="https://www.youtube.com/watch?v=NF6kcNS6U80">&#8220;C# Sharp to Machine Code&#8221;</a> &#8211; Unity</li>
<li><a href="https://www.youtube.com/watch?v=p65Yt20pw0g">&#8220;A Data Oriented Approach to Using Component Systems&#8221;</a> &#8211; Unity</li>
<li><a href="https://www.youtube.com/watch?v=zbjkEQMEShM">&#8220;Scriptable Render Pipeline Intro &amp; Lightweight Rendering Pipeline&#8221;</a> &#8211; Unity</li>
<li><a href="https://www.youtube.com/watch?v=EWVU6cFdmr0">&#8220;ECS for Small Things&#8221;</a> &#8211; Unity</li>
<li><a href="https://www.youtube.com/watch?v=YsEDv13W1RI">&#8220;Unity Machine Learning: ML-Agents 0.3&#8221;</a> &#8211; Unity</li>
<li><a href="https://onedrive.live.com/view.aspx?resid=2D3772AA1DA2974D!704&amp;ithint=file%2cpptx&amp;app=PowerPoint&amp;authkey=!AJ-EXaULlG4k6-0">&#8220;The Lighting Technology of &#8216;Detroit: Become Human'&#8221;</a> &#8211; Guillaume Caurant (Quantic Dream)</li>
<li><a href="https://www.ea.com/frostbite/news/real-time-raytracing-for-interactive-global-illumination-workflows-in-frostbite">&#8220;Real-time Raytracing for Interactive Global Illumination Workflows in Frostbite&#8221;</a> &#8211; Sébastien Hillaire (DICE)</li>
</ul>
<h1>Visual Arts</h1>
<ul>
<li><a href="https://www.dropbox.com/s/ghinw94vhx230mu/DerekLieu-Creating-Great-Game-Capture.pdf?dl=0">&#8220;Capturing Great Footage For Game Trailers&#8221;</a> &#8211; Derek Lieu</li>
<li><a href="https://vimeo.com/262438965">&#8220;Game Development Made Easy Using Houdini&#8221;</a> &#8211; Paul Ambrosiussen</li>
<li><a href="http://www.dsvolition.com/publications/art/spline-based-modeling/">&#8220;Spline Based Procedural Modeling in &#8220;Agents of Mayhem&#8221;&#8221;</a> &#8211; Chris Helvig, Chris DuBois (Volition)</li>
</ul>
<h1>VRDC</h1>
<ul>
<li><a href="http://www.shawnpatton.com/playtestingvr2018/">&#8220;Brown-Boxing to Spy Cameras: Playtesting VR Across Six Platforms&#8221;</a> &#8211; Shawn Patton (Schell Games)</li>
</ul>
<h1>Design</h1>
<ul>
<li><a href="http://paranoidproductions.com/miscwritings/RulesOfTheGame2018.pdf">&#8220;Rules of the Game: Five Further Techniques from Rather Clever Designers&#8221;</a></li>
<li><a href="https://www.raphkoster.com/games/presentations/ultima-online-at-20-classic-game-postmortem-gdc/">&#8220;Ultima Online at 20: Classic Game Postmortem&#8221;</a></li>
<li><a href="http://davidshaver.net/speaking.html">&#8220;Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood&#8221;</a> &#8211; David Shaver</li>
<li><a href="https://www.dropbox.com/s/rp93ii7qu9myn01/GDC%202018%20Level%20Design%20Workshop%20-%20How%20To%20Light%20A%20Level%20-%20speaker%20notes.pdf?dl=0">&#8220;Invisible Intuition: How To Light A Level&#8221;</a> &#8211; Robert Yang</li>
</ul>
<h1>Production</h1>
<ul>
<li><a href="https://www.dropbox.com/s/0b498vav0ki5m00/RemoteUnityStudioInABox_GDC2018.pdf?dl=0">&#8220;Remote Unity Studio in a Box&#8221;</a> &#8211; &#8220;Spline Based Procedural Modeling in &#8220;Agents of Mayhem&#8221;&#8221; &#8211; Chris Helvig, Chris DuBois (Volition)Ben Throop (Frame Interactive)</li>
</ul>
<h1>Independent Game Summit</h1>
<ul>
<li><a href="http://stfj.net/DesigningForSubwayLegibility/">&#8220;Building games that can be understood at a glance&#8221;</a> &#8211; Zach Gag</li>
</ul>
<h1>UX Summit</h1>
<ul>
<li><a href="http://www.mirandamarquez.com/league-of-war-vr-arena">&#8220;UI/UX for Creating Your Mobile Game in VR&#8221;</a> &#8211; Miranda Marquez (MunkyFun)</li>
</ul>
<h1>Game Narrative Summit</h1>
<ul>
<li><a href="https://www.slideshare.net/jesseschell/the-nature-of-order-in-game-narrative">&#8220;The Nature of Order in Game Narrative&#8221;</a> &#8211; Jesse Schell (Schell Games)</li>
</ul>
<h1>GDC Mobile Summit</h1>
<ul>
<li><a href="https://blog.kongregate.com/all-the-families-the-making-of-animation-throwdown-gdc-2018/">&#8220;All the Families: The Making of &#8216;Animation Throwdown'&#8221;</a> &#8211; Peter Eykemans, Katrina Wolfe (Kongregate)</li>
<li><a href="https://medium.com/heartshapedgames/gameplay-setbacks-as-a-tool-for-creating-impactful-moments-in-games-e1885d21d3b6">&#8220;Gameplay Setbacks As A Tool For Creating Impactful Moments&#8221;</a> &#8211; Scott Brodie (Heart Shaped Games)</li>
</ul>
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