Game Articles

Read about how they did it

Information on how the graphics was made in specific games.


A guided tour of Blackreef: rendering technologies in Deathloop

https://www.youtube.com/watch?v=Vn4Q4XeMyBk


2021

In-depth technical dive into metro exodus pc enhanced edition - 2021

Shading the World of Anthem - 2021

The CRYENGINE Rendering Pipeline - 2021

Graphics Pipelines for Young Bloods - 2021


2020

Video: Gears 5 – High-Gear Visuals On Multiple Platforms - 2020

Evolving Path of Exile's Renderer - 2020

Sharpening the renderer - 2020

Samurai Shading in Ghost of Tsushima - 2020

NAUGHTY DOG AT SIGGRAPH 2020 - 2020

Porting detroit: become human from playstation® 4 to pc – 2020 - Part I, Part II and Part III.

Project Drift Rendering - 2020


2019

The making of Gears 5: how the Coalition hit 60fps - and improved visual quality - 2019

Rendering process in Shadow Fight 3 - 2019

Civilization VI Fog of War - 2019

Anatomy of a frame in AnKi - 2019

Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution (227 MB pptx) - 2019


2018

MTuner - Now open source - 2018

Game Tech Deep Dive: The fast and furious window shaders of Forza Horizon 4 - 2018

Challenges of Rendering an Open World in Far Cry 5 - 2018

Musings on cross-platform graphics engine architectures – Part 1 & Part 2 - 2018


2017

Slides from "Witcher Tricks" - 2017

Rendering Technology in Agents of Mayhem - 2017

Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine - 2017

The Complexity of Simplicity: Rendering INVERSUS Deluxe - 2017

Screen Space Planar Reflections in Ghost Recon Wildlands - 2017

Production Volume Rendering - 2017

Rendering of Call of Duty: Infinite Warfare - 2017

GPU Processing Budget Approach to Game Development - 2017

The making of Warcraft part 1 part 2 part 3 - 2017

STAR CITIZEN: CitizenCon 2947 - Graphics and Tech Development for Star Engine - 2017

World of Tanks: Graphical Update Technical Overview - 2017

How Unreal Renders a Frame - 2017

Horizon: The Frozen Wilds PS4 Pro - Tech Breakdown and Engine Analysis - 2017


2016

VRAGE - 2016

The devil is in the details: idTech 666 - 2016

Tech Interview: Doom - 2016

Rendering 'Rainbow Six | Siege' - 2016

'Fallout 4's' Modular Level Design - 2016


2015

The Rendering Techniques of Deus Ex - 2015

Rendering the world of Far Cry 4 - 2015

Rendering the Alternate History of The Order: 1886 - 2015

The Technology Of Tomorrow Children - 2015


2014

Assassin’s Creed 4: Road to Next-gen Graphics - 2014

Runtime editor-console connection in The Witcher 2 - 2014

Rendering Techniques In Ryse: Son Of Rome - 2014


2013

The StarCraft path-finding hack - 2013

DOOM 3 BFG Technical Note - 2013

Mythic Science Fiction In Real-time: Destiny Rendering Engine - 2013

Graphics Gems From Cryengine 3 - 2013


2012

Debugging running server applications - 2012

Tough times on the road to Starcraft - 2012

StarCraft: Orcs in space go down in flames - 2012

The Technology behind the Unreal Engine 4 Elemental Demo - 2012


2011

Secrets of CryENGINE 3 Graphics Technology - 2011

Shiny PC Graphics in Battlefield 3 - 2011

Manipulating UVs through Color Data in Portal 2 - 2011

Rendering Tech of Space Marine - 2011

More Performance! Five Rendering Ideas from Battlefield 3 and Need for Speed: The Run - 2011


2010

CryENGINE 3: Reaching the Speed of Light - 2010

Destruction Masking in Frostbite 2 using Volume Distance Fields - 2010

Firaxis' Civilization V: A Case Study in Scalable Game Performance - 2010

Shading Effects in Left 4 Dead 2 - 2010