├── ACOdyssey.md ├── ACOrigins.md ├── GDCVault.md ├── HorizonZeroDawn.md ├── Middleware.md ├── README.md ├── TODO └── Tools.md /ACOdyssey.md: -------------------------------------------------------------------------------- 1 | # Assassin's Creed Odyssey 2 | 3 | ## GDC 2019 4 | 5 | - https://www.gdcvault.com/play/1026145/Texturing-the-World-of-Assassin 6 | - https://www.gdcvault.com/play/1025769/Building-a-Living-World-from 7 | -------------------------------------------------------------------------------- /ACOrigins.md: -------------------------------------------------------------------------------- 1 | # Assassin's Creed Origins 2 | 3 | ## GDC 2018 4 | 5 | - https://www.gdcvault.com/play/1025054/-Assassin-s-Creed-Origins 6 | - https://www.gdcvault.com/play/1024890/10-Years-of-Evolution-of 7 | - https://www.gdcvault.com/play/1025145/Going-Off-Script-Refactoring-the 8 | -------------------------------------------------------------------------------- /GDCVault.md: -------------------------------------------------------------------------------- 1 | # GDC Vault (Free videos) 2 | 3 | ## GDC: AI 4 | 5 | - [GDC 2009: AI Summit](http://www.gdcvault.com/free/gdc-09/?categories=Ai&media=v) 6 | - [GDC 2010: AI Summit](http://www.gdcvault.com/free/gdc-10/?categories=Ai&media=v) 7 | - [GDC 2011: AI Summit](http://www.gdcvault.com/free/gdc-11/?categories=Ai&media=v) 8 | - [GDC 2012: AI Summit](http://www.gdcvault.com/free/gdc-12/?categories=Ai&media=v) 9 | - [GDC 2013: AI Summit](http://www.gdcvault.com/free/gdc-13/?categories=Ai&media=v) 10 | - [GDC 2014: AI Summit](http://www.gdcvault.com/free/gdc-14/?categories=Ai&media=v) 11 | - [GDC 2015: AI Summit](http://www.gdcvault.com/free/gdc-15/?categories=Ai&media=v) 12 | - [GDC 2016: AI Summit](http://www.gdcvault.com/free/gdc-16/?categories=Ai&media=v) 13 | - [GDC 2017: AI Summit](http://www.gdcvault.com/free/gdc-17/?categories=Ai&media=v) 14 | - [GDC 2018: AI Summit](http://www.gdcvault.com/free/gdc-18/?categories=Ai&media=v) 15 | - [GDC 2019: AI Summit](http://www.gdcvault.com/free/gdc-19/?categories=Ai&media=v) 16 | - [GDC 2020: AI Summit](http://www.gdcvault.com/free/gdc-20/?categories=Ai&media=v) 17 | - [GDC 2021: AI Summit](http://www.gdcvault.com/free/gdc-21/?categories=Ai&media=v) 18 | - [GDC 2022: AI Summit](http://www.gdcvault.com/free/gdc-22/?categories=Ai&media=v) 19 | 20 | ## GDC: Audio 21 | 22 | - [GDC 2009: Audio](http://www.gdcvault.com/free/gdc-09/?categories=Au&media=v) 23 | - [GDC 2010: Audio](http://www.gdcvault.com/free/gdc-10/?categories=Au&media=v) 24 | - [GDC 2011: Audio](http://www.gdcvault.com/free/gdc-11/?categories=Au&media=v) 25 | - [GDC 2012: Audio](http://www.gdcvault.com/free/gdc-12/?categories=Au&media=v) 26 | - [GDC 2013: Audio](http://www.gdcvault.com/free/gdc-13/?categories=Au&media=v) 27 | - [GDC 2014: Audio](http://www.gdcvault.com/free/gdc-14/?categories=Au&media=v) 28 | - [GDC 2015: Audio](http://www.gdcvault.com/free/gdc-15/?categories=Au&media=v) 29 | - [GDC 2016: Audio](http://www.gdcvault.com/free/gdc-16/?categories=Au&media=v) 30 | - [GDC 2017: Audio](http://www.gdcvault.com/free/gdc-17/?categories=Au&media=v) 31 | - [GDC 2018: Audio](http://www.gdcvault.com/free/gdc-18/?categories=Au&media=v) 32 | - [GDC 2019: Audio](http://www.gdcvault.com/free/gdc-19/?categories=Au&media=v) 33 | - [GDC 2020: Audio](http://www.gdcvault.com/free/gdc-20/?categories=Au&media=v) 34 | - [GDC 2021: Audio](http://www.gdcvault.com/free/gdc-21/?categories=Au&media=v) 35 | - [GDC 2022: Audio](http://www.gdcvault.com/free/gdc-22/?categories=Au&media=v) 36 | 37 | ## GDC: Design 38 | 39 | - [GDC 2001: Design](http://www.gdcvault.com/free/gdc-01/?categories=De&media=v) 40 | - [GDC 2002: Design](http://www.gdcvault.com/free/gdc-02/?categories=De&media=v) 41 | - [GDC 2003: Design](http://www.gdcvault.com/free/gdc-03/?categories=De&media=v) 42 | - [GDC 2004: Design](http://www.gdcvault.com/free/gdc-04/?categories=De&media=v) 43 | - [GDC 2006: Design](http://www.gdcvault.com/free/gdc-06/?categories=De&media=v) 44 | - [GDC 2007: Design](http://www.gdcvault.com/free/gdc-07/?categories=De&media=v) 45 | - [GDC 2008: Design](http://www.gdcvault.com/free/gdc-08/?categories=De&media=v) 46 | - [GDC 2009: Design](http://www.gdcvault.com/free/gdc-09/?categories=De&media=v) 47 | - [GDC 2010: Design](http://www.gdcvault.com/free/gdc-10/?categories=De&media=v) 48 | - [GDC 2011: Design](http://www.gdcvault.com/free/gdc-11/?categories=De&media=v) 49 | - [GDC 2012: Design](http://www.gdcvault.com/free/gdc-12/?categories=De&media=v) 50 | - [GDC 2013: Design](http://www.gdcvault.com/free/gdc-13/?categories=De&media=v) 51 | - [GDC 2014: Design](http://www.gdcvault.com/free/gdc-14/?categories=De&media=v) 52 | - [GDC 2015: Design](http://www.gdcvault.com/free/gdc-15/?categories=De&media=v) 53 | - [GDC 2016: Design](http://www.gdcvault.com/free/gdc-16/?categories=De&media=v) 54 | - [GDC 2017: Design](http://www.gdcvault.com/free/gdc-17/?categories=De&media=v) 55 | - [GDC 2018: Design](http://www.gdcvault.com/free/gdc-18/?categories=De&media=v) 56 | - [GDC 2019: Design](http://www.gdcvault.com/free/gdc-19/?categories=De&media=v) 57 | - [GDC 2020: Design](http://www.gdcvault.com/free/gdc-20/?categories=De&media=v) 58 | - [GDC 2021: Design](http://www.gdcvault.com/free/gdc-21/?categories=De&media=v) 59 | - [GDC 2022: Design](http://www.gdcvault.com/free/gdc-22/?categories=De&media=v) 60 | 61 | ## GDC: Game Narrative 62 | 63 | - [GDC 2013: Game Narrative](http://www.gdcvault.com/free/gdc-13/?categories=Gn&media=v) 64 | - [GDC 2014: Game Narrative](http://www.gdcvault.com/free/gdc-14/?categories=Gn&media=v) 65 | - [GDC 2015: Game Narrative](http://www.gdcvault.com/free/gdc-15/?categories=Gn&media=v) 66 | - [GDC 2016: Game Narrative](http://www.gdcvault.com/free/gdc-16/?categories=Gn&media=v) 67 | - [GDC 2017: Game Narrative](http://www.gdcvault.com/free/gdc-17/?categories=Gn&media=v) 68 | - [GDC 2018: Game Narrative](http://www.gdcvault.com/free/gdc-18/?categories=Gn&media=v) 69 | - [GDC 2019: Game Narrative](http://www.gdcvault.com/free/gdc-19/?categories=Gn&media=v) 70 | - [GDC 2020: Game Narrative](http://www.gdcvault.com/free/gdc-20/?categories=Gn&media=v) 71 | - [GDC 2021: Game Narrative](http://www.gdcvault.com/free/gdc-21/?categories=Gn&media=v) 72 | - [GDC 2022: Game Narrative](http://www.gdcvault.com/free/gdc-22/?categories=Gn&media=v) 73 | 74 | ## GDC: Programming 75 | 76 | - [GDC 2001: Programming](http://www.gdcvault.com/free/gdc-01/?categories=Pg&media=v) 77 | - [GDC 2003: Programming](http://www.gdcvault.com/free/gdc-03/?categories=Pg&media=v) 78 | - [GDC 2004: Programming](http://www.gdcvault.com/free/gdc-04/?categories=Pg&media=v) 79 | - [GDC 2005: Programming](http://www.gdcvault.com/free/gdc-05/?categories=Pg&media=v) 80 | - [GDC 2009: Programming](http://www.gdcvault.com/free/gdc-09/?categories=Pg&media=v) 81 | - [GDC 2010: Programming](http://www.gdcvault.com/free/gdc-10/?categories=Pg&media=v) 82 | - [GDC 2011: Programming](http://www.gdcvault.com/free/gdc-11/?categories=Pg&media=v) 83 | - [GDC 2012: Programming](http://www.gdcvault.com/free/gdc-12/?categories=Pg&media=v) 84 | - [GDC 2013: Programming](http://www.gdcvault.com/free/gdc-13/?categories=Pg&media=v) 85 | - [GDC 2014: Programming](http://www.gdcvault.com/free/gdc-14/?categories=Pg&media=v) 86 | - [GDC 2015: Programming](http://www.gdcvault.com/free/gdc-15/?categories=Pg&media=v) 87 | - [GDC 2016: Programming](http://www.gdcvault.com/free/gdc-16/?categories=Pg&media=v) 88 | - [GDC 2017: Programming](http://www.gdcvault.com/free/gdc-17/?categories=Pg&media=v) 89 | - [GDC 2018: Programming](http://www.gdcvault.com/free/gdc-18/?categories=Pg&media=v) 90 | - [GDC 2019: Programming](http://www.gdcvault.com/free/gdc-19/?categories=Pg&media=v) 91 | - [GDC 2020: Programming](http://www.gdcvault.com/free/gdc-20/?categories=Pg&media=v) 92 | - [GDC 2021: Programming](http://www.gdcvault.com/free/gdc-21/?categories=Pg&media=v) 93 | - [GDC 2022: Programming](http://www.gdcvault.com/free/gdc-22/?categories=Pg&media=v) 94 | 95 | ## GDC: Visual Arts 96 | 97 | - [GDC 2009: Visual Arts](http://www.gdcvault.com/free/gdc-09/?categories=Va&media=v) 98 | - [GDC 2010: Visual Arts](http://www.gdcvault.com/free/gdc-10/?categories=Va&media=v) 99 | - [GDC 2011: Visual Arts](http://www.gdcvault.com/free/gdc-11/?categories=Va&media=v) 100 | - [GDC 2012: Visual Arts](http://www.gdcvault.com/free/gdc-12/?categories=Va&media=v) 101 | - [GDC 2013: Visual Arts](http://www.gdcvault.com/free/gdc-13/?categories=Va&media=v) 102 | - [GDC 2014: Visual Arts](http://www.gdcvault.com/free/gdc-14/?categories=Va&media=v) 103 | - [GDC 2015: Visual Arts](http://www.gdcvault.com/free/gdc-15/?categories=Va&media=v) 104 | - [GDC 2016: Visual Arts](http://www.gdcvault.com/free/gdc-16/?categories=Va&media=v) 105 | - [GDC 2017: Visual Arts](http://www.gdcvault.com/free/gdc-17/?categories=Va&media=v) 106 | - [GDC 2018: Visual Arts](http://www.gdcvault.com/free/gdc-18/?categories=Va&media=v) 107 | - [GDC 2019: Visual Arts](http://www.gdcvault.com/free/gdc-19/?categories=Va&media=v) 108 | - [GDC 2020: Visual Arts](http://www.gdcvault.com/free/gdc-20/?categories=Va&media=v) 109 | - [GDC 2021: Visual Arts](http://www.gdcvault.com/free/gdc-21/?categories=Va&media=v) 110 | - [GDC 2022: Visual Arts](http://www.gdcvault.com/free/gdc-22/?categories=Va&media=v) 111 | -------------------------------------------------------------------------------- /HorizonZeroDawn.md: -------------------------------------------------------------------------------- 1 | # Horizon Zero Dawn 2 | 3 | ## GDC 2017 4 | 5 | - Szczepanski, Leszek. "Building Non-linear Narratives in 'Horizon: Zero Dawn'". Game Narrative Summit, Game Developers Conferance, 2017. 6 | - https://www.gdcvault.com/play/1024124/Creating-a-Tools-Pipeline-for 7 | - https://www.gdcvault.com/play/1024120/GPU-Based-Run-Time-Procedural 8 | - https://www.gdcvault.com/play/1024117/Player-Traversal-Mechanics-in-the 9 | 10 | ## GDC 2018 11 | 12 | - https://www.gdcvault.com/play/1024963/-Horizon-Zero-Dawn-A 13 | - https://www.gdcvault.com/play/1025177/Level-Design-Workshop-Balancing-Action 14 | - https://www.gdcvault.com/play/1024912/Beyond-Killzone-Creating-New-AI 15 | - https://www.gdcvault.com/play/1024992/Repopulating-the-Earth-Character-Production 16 | - https://www.gdcvault.com/play/1025143/Giving-a-Voice-to-the 17 | - https://www.gdcvault.com/play/1025066/Between-Tech-and-Art-The 18 | - https://www.gdcvault.com/play/1025049/Art-Direction-Bootcamp-A-No 19 | - https://www.gdcvault.com/play/1025040/Animation-Bootcamp-Bringing-Life-to 20 | - https://www.gdcvault.com/play/1025153/-Horizon-Zero-Dawn-A 21 | -------------------------------------------------------------------------------- /Middleware.md: -------------------------------------------------------------------------------- 1 | # Game Middleware 2 | 3 | ## Audio 4 | 5 | - [FMOD](https://www.fmod.com/) by Firelight Technologies 6 | - [Wwise](https://www.audiokinetic.com/products/wwise/) by Audiokinetic 7 | 8 | ## Mesh Optimization 9 | 10 | - [Simplygon](https://simplygon.com/) by Simplygon Studios (Microsoft) 11 | 12 | ## Networking 13 | 14 | - [Photon](https://www.photonengine.com/) by Exit Games 15 | - [PlayFab](https://playfab.com/) by Microsoft 16 | - [RakNet](http://www.jenkinssoftware.com/) by Oculus (Facebook) 17 | - [SpatialOS](https://ims.improbable.io/products/spatialos) by Improbable 18 | 19 | ## Physics 20 | 21 | - [Bullet](https://www.pybullet.org/) by Erwin Coumans et al. 22 | - [Euphoria ](https://naturalmotion.com/) by NaturalMotion 23 | - [Havok](https://www.havok.com/) by Havok (Microsoft) 24 | - [Newton Dynamics](newtondynamics.com/) by Julio Jerez et al. 25 | - [Open Dynamics Engine (ODE)](http://www.ode.org/) 26 | - [PhysX](https://developer.nvidia.com/gameworks-physx-overview) by NVIDIA 27 | 28 | ## User Interface 29 | 30 | - [Coherent Gameface](https://coherent-labs.com/products/coherent-gameface/) by Coherent Labs 31 | - [NoesisGUI](https://noesisengine.com/) by Noesis Technologies 32 | - [Ultralight](https://ultralig.ht/) by Ultralight 33 | 34 | ## Vegetation 35 | 36 | - [SpeedTree](https://store.speedtree.com/) by Interactive Data Visualization (Unity) 37 | 38 | ## VFX 39 | 40 | - [PopcornFX](https://www.popcornfx.com/) by Persistant Studios 41 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Game Developer Resources 2 | 3 | ## AI 4 | 5 | - Millington, Ian and Funge, John. 2009. *Artificial Intelligence for Games.* 2nd ed. Morgan Kaufmann Publishers. 6 | - Rabin, Steve. 2013. *[Game AI Pro](http://www.gameaipro.com/).* CRC Press. 7 | - Rabin, Steve. 2015. *[Game AI Pro 2](http://www.gameaipro.com/).* CRC Press. 8 | - Rabin, Steve. 2017. *[Game AI Pro 3](http://www.gameaipro.com/).* CRC Press. 9 | 10 | ### Decisionmaking 11 | 12 | #### Automated Planning 13 | 14 | - Nau, Dana. ["Automated Planning: Theory and Practice"](http://www.cs.umd.edu/~nau/planning/slides/). Department of Computer Science and 15 | Institute for Systems Research, University of Maryland, 2013. 16 | 17 | ##### Hierarchical Task Network Planning 18 | 19 | - Humphreys, Troy. 2013. ["Exploring HTN Planners Through Example"](http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter12_Exploring_HTN_Planners_through_Example.pdf). Game AI Pro 1. CRC Press. 20 | - Nau, Dana. 2013. [Pyhop](https://bitbucket.org/dananau/pyhop). "A simple HTN planning system written in Python". Bitbucket. 21 | - Nau, Dana. ["Game Applications of HTN Planning with State Variables"](http://www.cs.umd.edu/~nau/papers/nau2013game.pdf). Department of Computer Science and 22 | Institute for Systems Research, University of Maryland, 2013. 23 | - Thompson, Tommy. 2016. ["HTN Planning in Transformers: Fall of Cybertron"](https://www.youtube.com/watch?v=kXm467TFTcY). AI and Games, YouTube. 24 | 25 | ##### Goal-Oriented Action Planning 26 | 27 | - Conway, Chris, Higley, Peter and Jacopin, Eric. ["Goal-Oriented Action Planning: Ten Years Old and No Fear!"](https://www.gdcvault.com/play/1022019/Goal-Oriented-Action-Planning-Ten). AI Summit, Game Developers Conference, 2015. 28 | - Orkin, Jeff. n.d. ["Goal-Oriented Action Planning (GOAP)"](http://alumni.media.mit.edu/~jorkin/goap.html). MIT. 29 | - Thompson, Tommy. 2020. ["Building the AI of F.E.A.R. with Goal Oriented Action Planning"](https://www.gamasutra.com/blogs/TommyThompson/20200507/362417/Building_the_AI_of_FEAR_with_Goal_Oriented_Action_Planning.php). Gamasutra. 30 | 31 | #### Behavior Trees 32 | 33 | - Thompson, Tommy. 2015. ["The Behaviour Tree AI of Halo 2"](https://www.youtube.com/watch?v=NU717sd8oUc). AI and Games, YouTube. 34 | - Thompson, Tommy. 2019. ["Behaviour Trees: The Cornerstone of Modern Game AI"](https://www.youtube.com/watch?v=6VBCXvfNlCM). AI 101, AI and Games, YouTube. 35 | 36 | #### Finite State Machines 37 | 38 | - Thompson, Tommy. 2019. ["The AI of Half-Life: Finite State Machines"](https://www.youtube.com/watch?v=JyF0oyarz4U). AI 101, AI and Games, YouTube. 39 | 40 | #### Monte Carlo Tree Search 41 | 42 | - Thompson, Tommy. 2018. ["Monte Carlo Tree Search"](https://www.youtube.com/watch?v=lhFXKNyA0QA). AI 101, AI and Games, YouTube. 43 | 44 | #### Utility System 45 | 46 | - Dicken, Luke, Dini, Dino and Dave Mark. ["Architecture Tricks: Managing Behaviors in Time, Space, and Depth"](https://www.gdcvault.com/play/1018040/Architecture-Tricks-Managing-Behaviors-in). AI Summit, Game Developers Conference, 2013. 47 | - Lewis, Mike and Mark, Dave. ["Building a Better Centaur: AI at Massive Scale"](https://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI). AI Summit, Game Developers Conference, 2015. 48 | - Lewis, Mike. ["Winding Road Ahead: Designing Utility AI with Curvature"](https://www.gdcvault.com/play/1025310/Winding-Road-Ahead-Designing-Utility). AI summit, Game Developers Conference, 2018. 49 | - Mark, Dave. 2009. *Behavioral Mathematics for Game AI.* Charles River Media. 50 | - Mark, Dave and Dill, Kevin. ["Improving AI Decision Modeling Through Utility Theory"](https://www.gdcvault.com/play/1012410/Improving-AI-Decision-Modeling-Through). AI Summit, Game Developers Conference, 2010. 51 | - Mark, Dave and Dill, Kevin. ["Embracing the Dark Art of Mathematical Modeling in AI"](https://www.gdcvault.com/play/1015683/Embracing-the-Dark-Art-of). AI Summit, Game Developers Conference, 2012. 52 | 53 | ### Navigation 54 | 55 | - Thompson, Tommy. 2018. ["How A Navigation Mesh Works in 3D Games"](https://www.youtube.com/watch?v=U5MTIh_KyBc). AI 101, AI and Games, YouTube. 56 | 57 | ### Procedural Content Generation 58 | 59 | - Sturtevant, Nathan, Smith, Gillian and Togelius, Julian. ["Making Things Up: The Power and Peril of PCG"](http://www.gdcvault.com/play/1022134/Making-Things-Up-The-Power). AI Summit, Game Developers Conference, 2015. 60 | - Coleman, Tyler, et al. ["PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation"](http://www.gdcvault.com/play/1024146/PCG-Shotgun-6-Techniques-for). AI Summit, Game Developers Conference, 2017. 61 | 62 | ## Art 63 | 64 | ### Texturing 65 | 66 | #### Physically Based Rendering 67 | 68 | - McDermott, Wes. 2018. *[PBR Guide](https://substance3d.adobe.com/tutorials/courses/pbrguide).* Adobe. 69 | 70 | #### Trim Sheets 71 | 72 | - Olsen, Morten. ["The Ultimate Trim: Texturing Techniques of Sunset Overdrive"](https://www.gdcvault.com/play/1022323/The-Ultimate-Trim-Texturing-Techniques). Visual Arts, Game Developers Conference, 2015. 73 | - Simpson, Tim. 2019. ["Planning & Creating Trim Sheets For Games - Trim Texture Tutorial Part 1"](https://www.youtube.com/watch?v=DipfrjCgYW8). Polygon Academy, YouTube. 74 | - Simpson, Tim. 2019. ["Sculpting Trim Sheets in ZBrush - Trim Texture Tutorial Part 2"](https://www.youtube.com/watch?v=Tspveb9bjYA). Polygon Academy, YouTube. 75 | - Simpson, Tim. 2019. ["Trim Sheets in Substance Painter: Normal Map Baking + Smart Materials - Trim Texture Tutorial Part 3"](https://www.youtube.com/watch?v=CarefswACgs). Polygon Academy, YouTube. 76 | - Simpson, Tim. 2019. ["Quick and Easy Trim Sheet UV Mapping Tips -Trim Texture Tutorial Part 4"](https://www.youtube.com/watch?v=VEHsZniXguY). Polygon Academy, YouTube. 77 | 78 | ## Audio 79 | 80 | ### Music 81 | 82 | - Phillips, Winifred. 2014. *[A Composer's Guide to Game Music](https://mitpress.mit.edu/books/composers-guide-game-music).* MIT Press. 83 | - Phillips, Winifred. ["From 'Assassin's Creed' to 'The Dark Eye': The Importance of Themes"](https://www.gdcvault.com/play/1026747/From-Assassin-s-Creed-to). Audio, Game Developers Conferance, 2020. 84 | 85 | ## Design 86 | 87 | - Salen, Katie and Zimmerman, Eric. 2004. *Rules of Play - Game Design Fundamentals.* MIT Press. 88 | 89 | ### Level Design 90 | 91 | - Burgess, Joel. ["Skyrim's Modular Approach to Level Design"](http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html). 2013. 92 | - Burgess, Joel. ["Level Design in a Day: How We Used Iterative Level Design to Ship Skyrim and Fallout 3"](https://www.youtube.com/watch?v=PhW8CY8XkFg). Production, Game Developers Conference, 2014. 93 | - Burgess, Joel. ["Level Design in a Day: How Modding Made Bethesda Better"](https://www.gdcvault.com/play/1022107/Level-Design-in-a-Day). Production, Game Developers Conference, 2015. 94 | - Burgess, Joel and Purkeypile, Nathan. ["'Fallout 4's' Modular Level Design"](https://www.gdcvault.com/play/1023202/-Fallout-4-s-Modular). Visual Arts, Game Developers Conference, 2016. 95 | - Rogers, Scott. ["Everything I Learned About Level Design I Learned from Disneyland"](http://www.gdcvault.com/play/1305/Everything-I-Learned-About-Level). Game Design, Game Developers Conference, 2009. 96 | 97 | ## Narrative 98 | 99 | ### Narrative Generation 100 | 101 | - Cardona-Rivera, Rogelio and Martens, Chris. ["Procedural Narrative Generation"](http://gdcvault.com/play/1024143/Procedural-Narrative). Game Narrative Summit, Game Developers Conference, 2017. 102 | - Kline, Daniel, Mateas, Michael and Short, Emily. ["AI and Interactive Storytelling: How We Can Help Each Other"](http://www.gdcvault.com/play/1012421/AI-and-Interactive-Storytelling-How). AI Summit, Game Developers Conference, 2010. 103 | - Storybricks. (2012) ["Storybricks Alpha Gameplay"](https://www.youtube.com/watch?v=V3b_3UGc7Es). Storybricks, YouTube. 104 | - Storybricks. (2014) ["Storybricks Engine demo (Vienna Game AI conference)"](https://www.youtube.com/watch?v=id-3sUo_DFU). Storybricks, YouTube. 105 | - Szczepanski, Leszek. ["Building Non-linear Narratives in 'Horizon: Zero Dawn'"](https://www.gdcvault.com/play/1024158/Building-Non-linear-Narratives-in). Game Narrative Summit, Game Developers Conferance, 2017. 106 | 107 | ## Programming 108 | 109 | - Engel, Wolfganag. 2018. *GPU Pro 360 Guide to 3D Engine Design*. A K Peters/CRC Press. 110 | - Gregory, Jason. 2018. *[Game Engine Architecture](https://www.gameenginebook.com/).* 3rd ed. CRC Press. 111 | - Nystrom, Robert. 2014. *[Game Programming Patterns](https://gameprogrammingpatterns.com/contents.html)*. Genever Benning. 112 | 113 | ### Physics 114 | 115 | - van den Bergen, Gino. 2003. *Collision Detection in Interactive 3D Environments*. Morgan Kaufmann Publishers. 116 | - Ericson, Christer. 2004. *Real-Time Collision Detection*. Morgan Kaufmann Publishers. 117 | - Millington, Ian. 2006. *Game Physics Engine Development*. Morgan Kaufmann Publishers. 118 | 119 | ### Rendering 120 | 121 | - Akenine-Möller, Tomas. 2018. *Real-Time Rendering, Fourth Edition*. A K Peters/CRC Press. 122 | - Engel, Wolfgang. 2018. *GPU Pro 360 Guide to Geometry Manipulation*. A K Peters/CRC Press. 123 | - Engel, Wolfgang. 2018. *GPU Pro 360 Guide to Image Space*. A K Peters/CRC Press. 124 | - Engel, Wolfgang. 2018. *GPU Pro 360 Guide to Lighting*. A K Peters/CRC Press. 125 | - Engel, Wolfgang. 2018. *GPU Pro 360 Guide to Rendering*. A K Peters/CRC Press. 126 | - Engel, Wolfgang. 2018. *GPU Pro 360 Guide to Shadows*. A K Peters/CRC Press. 127 | - Engel, Wolfgang. 2017. *GPU Zen: Advanced Rendering Techniques*. 128 | - Engel, Wolfgang. 2018. *GPU Zen 2: Advanced Rendering Techniques*. 129 | - Zink, Jason. 2011. *Practical Rendering and Computation with Direct3D 11*. A K Peters/CRC Press. 130 | -------------------------------------------------------------------------------- /TODO: -------------------------------------------------------------------------------- 1 | # TODO 2 | 3 | ## GDC Vault 4 | 5 | ### AI 6 | 7 | https://www.gdcvault.com/play/1024900/AI-Wish-List-What-Do 8 | https://www.gdcvault.com/play/1024912/Beyond-Killzone-Creating-New-AI 9 | https://www.gdcvault.com/play/1025071/Bidirectional-Search-Is-It-for 10 | https://www.gdcvault.com/play/1025075/Building-an-Open-Ended-Conversation 11 | https://www.gdcvault.com/play/1025115/Eos-is-Alive-The-AI 12 | https://www.gdcvault.com/play/1025172/Knowledge-is-Power-An-Overview 13 | https://www.gdcvault.com/play/1025243/Spatial-Knowledge-Representation-through-Modular 14 | https://www.gdcvault.com/play/1025281/The-Simplest-AI-Trick-in 15 | https://www.gdcvault.com/play/1025291/Triage-on-the-Front-Line 16 | 17 | ### PCG 18 | 19 | https://www.gdcvault.com/play/1025069/Beyond-Procedural-Horizons-Exploring-Different 20 | 21 | ### Design 22 | 23 | https://www.gdcvault.com/play/1025756/Cursed-Problems-in-Game 24 | https://www.gdcvault.com/play/1025017/Writing-Modular-Characters-for-System 25 | https://www.gdcvault.com/play/1025313/Writing-and-Narrative-Design-A 26 | https://www.gdcvault.com/play/1025311/World-Building-with 27 | https://www.gdcvault.com/play/1024996/Rules-of-the-Game-Five 28 | https://www.gdcvault.com/play/1025182/Level-Design-Workshop-Set-this 29 | https://www.gdcvault.com/play/1025181/Level-Design-Workshop-Procedural-Regeneration 30 | https://www.gdcvault.com/play/1025180/Level-Design-Workshop-Navigating-Conversation 31 | https://www.gdcvault.com/play/1025179/Level-Design-Workshop-Invisible-Intuition 32 | https://www.gdcvault.com/play/1025178/Level-Design-Workshop-Designing-for 33 | https://www.gdcvault.com/play/1025177/Level-Design-Workshop-Balancing-Action 34 | https://www.gdcvault.com/play/1025176/Level-Design-Workshop-An-Architectural 35 | https://www.gdcvault.com/play/1025150/Helping-Players-Hate-(or-Love) 36 | https://www.gdcvault.com/play/1025109/Dynamic-Dialogue-The-Game-Designer 37 | https://www.gdcvault.com/play/1024890/10-Years-of-Evolution-of 38 | https://www.gdcvault.com/play/1024963/-Horizon-Zero-Dawn-A 39 | https://www.gdcvault.com/play/1025054/-Assassin-s-Creed-Origins 40 | https://www.gdcvault.com/play/1023975/Game-Design-Tools-For-When 41 | https://www.gdcvault.com/play/1023954/Realistic-Performances-in 42 | https://www.gdcvault.com/play/1023989/Narrative-Sorcery-Coherent-Storytelling-in 43 | https://www.gdcvault.com/play/1024302/Level-Design-Workshop-A-Narrative 44 | https://www.gdcvault.com/play/1024066/Designing-System-Driven-Dialogue-in 45 | 46 | ### Visual Arts 47 | 48 | https://www.gdcvault.com/play/1025736/Environment-Design-as-Spatial-Cinematography 49 | 50 | ### Programming 51 | 52 | https://www.gdcvault.com/play/1025296/Virtual-Insanity-Meta-AI-on 53 | https://www.gdcvault.com/play/1025295/Vehicle-Feel-Masterclass-Balancing-Arcade 54 | https://www.gdcvault.com/play/1025294/Understanding-Your-Enemy-A-Mathematical 55 | 56 | ### UX summit 57 | 58 | https://www.gdcvault.com/play/1025279/The-Schema-is-Mightier-than 59 | https://www.gdcvault.com/play/1025073/Bridging-the-Gap-Between-UX 60 | https://www.gdcvault.com/play/1024180/Dark-Patterns-How-Good-UX 61 | -------------------------------------------------------------------------------- /Tools.md: -------------------------------------------------------------------------------- 1 | # Tools 2 | 3 | ## Programming 4 | 5 | ### Rendering 6 | 7 | - [SHADERed](https://shadered.org/) by SHADERed.org 8 | --------------------------------------------------------------------------------