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