4C Conference: Asset Creation in Dishonored 2
4C Conference: Breaking Down a Broken Manhattan (Wolfenstein 2)
Brick By Brick - Ardent Analyses of Castlevania, Souls, and Bloodborne
Check Out How We Use Substance with CryEngine to Create an Iconic Asset for Hunt: Showdown
CitizenCon 2948 - Panel: Biome on the Range (Star Citizen)
CitizenCon 2948 - Panel: The Mod Squad (Star Citizen)
Creating Environments in Uncharted 4 with Jacob Norris
Creating The World of Assassin's Creed Origins
DOOM’s Development: A Year of Madness
Escape From Tarkov: Game Tech Overview
Fortnite Trailer - Developing a Real-time Pipeline for a Faster Workflow
Game Character Creation with Naughty Dog
Gamedev Week 2018: Environment Art in Wolfenstein II - The New Colossus
GDC 2013: Skyrim’s Modular Approach to Level Design
GDC 2014 - Moving the Heavens: An Artistic and Technical Look at the Skies of The Last of Us
GDC 2016 - Global Illumination in Tom Clancy's The Division
GDC 2017: Substance Pipeline and Toolset for Paragon heroes
GDC 2018: Fortnite’s Real-Time Lighting Techniques and Tools
GTA V - Graphics Study
Interactive Cinematics In Uncharted 4
Landscape and Material Pipeline of Ghost Recon Wildlands
Modeling and Texturing the World of Middle-Earth
Red Dead Redemption 2: The Digital Foundry Tech Analysis
Technical Study: Overwatch
The Making of God of War with Santa Monica Studio
The Making of Horizon Zero Dawn
World Building of Witcher 3