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Game Engines reports and market data

333 documents·20 writers·15 charts and tables

Documents

Cover of Content Fueled Gameplay Programming in Frostpunk
44 min
Game Developers Conference44 min

Content Fueled Gameplay Programming in Frostpunk

The development of Frostpunk centers on a data-driven architecture built upon a proprietary Liquid Engine, utilizing an Entity Component System (ECS) to manage the game’s intricate society-survival mechanics.

  • 11 bit studios utilized a custom data-driven architecture based on Entity Component Systems (ECS) to manage the high entity count and complex gameplay logic required for Frostpunk.
  • The architecture enforced a strict 'one system per component type' rule, which improved code clarity and maintainability for a growing development team by adhering to the single responsibility principle.
  • Designers were empowered to control game flow, narrative events, and building visuals through a template-based system that allowed them to configure game state conditions and effects without direct programming.
Game Developers ConferenceMay 2021
Cover of It Just Works: Ray-Traced Reflections in Battlefield V
49 min
Game Developers Conference49 min

It Just Works: Ray-Traced Reflections in Battlefield V

The integration of real-time ray-traced reflections into the Battlefield V engine represents a significant milestone in adapting deferred rendering pipelines to experimental hardware-accelerated APIs.

  • DICE implemented a hierarchical screen-space tracing technique in Battlefield V that reduced the total number of rays required by approximately 40%, significantly improving real-time performance.
  • Ray-tracing performance was highly dependent on scene content; complex geometry like wrought iron fences caused ray divergence that made rendering up to four times slower than standard scenes.
  • To manage the high cost of ray tracing, the engine uses a hybrid pipeline that combines screen-space tracing with DXR, utilizing spatial and temporal filtering to denoise the resulting output.
Game Developers ConferenceMay 2021
Cover of Towards Filmic Quality at 30 FPS: Real-Time Ray Tracing for Practical Game Engine Pipelines
69 min
Game Developers Conference69 min

Towards Filmic Quality at 30 FPS: Real-Time Ray Tracing for Practical Game Engine Pipelines

Achieving filmic visual quality at a consistent 30 frames per second requires a strategic integration of real-time ray tracing within standard game engine pipelines.

  • Achieving 30 FPS filmic quality requires a minimal ray strategy of one to four rays per effect, paired with temporal accumulation and joint bilateral filtering to manage noise without heavy denoisers.
  • Computational load is significantly reduced by rendering indirect specular reflections at quarter-resolution and utilizing camera-aligned voxels for spatial management.
  • Performance is maintained by combining brute-force path tracing with light probe systems using spherical harmonic encoding to ensure visual stability.
Game Developers ConferenceApr 2021
Cover of Low Cost Facial Scanning Using Photogrammetry in State of Decay 2
31 min
Game Developers Conference31 min

Low Cost Facial Scanning Using Photogrammetry in State of Decay 2

The integration of a low-cost photogrammetry pipeline into the production of State of Decay 2 demonstrates a successful shift toward efficient, scalable character asset creation.

  • The implementation of a $500 single-camera photogrammetry rig reduced character head model production time from one week to one day.
  • The workflow successfully generated over 200 raw scans, resulting in 75 unique, high-fidelity character faces for State of Decay 2.
  • Technical success requires manual camera settings, RAW file formats, and the use of polarizing filters and anti-shine powder to neutralize skin reflectivity and specular highlights.
Game Developers ConferenceApr 2021
Cover of What I Learned About Tools Development From Games Industry Legends
30 min
Game Developers Conference30 min

What I Learned About Tools Development From Games Industry Legends

The primary thesis of this analysis is that game development tools frequently outlive the specific projects for which they were originally created, often becoming foundational elements for future titles or independent communities.

  • Game development tools often outlive their original projects, with examples like the Tile Editor (TED) being utilized across 33 different game titles.
  • Developers should prioritize long-term usability and user experience because tools frequently become foundational infrastructure for future titles and independent communities.
  • To ensure longevity, developers must adopt a user-centered design approach that focuses on solving core user problems rather than simply implementing requested features.
Game Developers ConferenceApr 2021
Cover of Shading the World of Anthem
58 min
Game Developers Conference58 min

Shading the World of Anthem

The development of Anthem required a sophisticated approach to environmental rendering, necessitating a balance between high-fidelity visual complexity and the rigid performance constraints of the Frostbite engine.

  • The development of Anthem utilized procedural shaders to simulate dynamic environmental phenomena like lava flows and precipitation while maintaining performance within the Frostbite engine.
  • Lava rendering combined photogrammetry-derived textures, height maps, and flow maps to accurately replicate fluid movement and temperature-based color gradients.
  • Weather systems achieved environmental reactivity by using world-space normals and layered ripple nodes to dynamically adjust surface properties like reflectance and porosity for rain and puddle accumulation.
Game Developers ConferenceMar 2021
Cover of I suck at 3D and REMADE Resident Evil 8 Village... (IN ABOUT A WEEK)
14 min
Thomas Brush14 min

I suck at 3D and REMADE Resident Evil 8 Village... (IN ABOUT A WEEK)

This project demonstrates the feasibility of recreating high-fidelity environments from AAA titles like Resident Evil Village using modular assets and rapid prototyping techniques within the Unity engine.

  • Atmospheric fidelity in 3D environments is driven primarily by lighting, sound design, and volumetric fog rather than the creation of unique, custom-built assets.
  • Modular asset packs and rapid prototyping allow indie developers to recreate high-fidelity AAA-style environments, such as Resident Evil Village, within a one-week development window.
  • Strategic 'asset flipping' is a viable production technique when developers treat game environments like film sets, prioritizing composition and visual consistency over individual prop creation.
Thomas BrushMar 2021
Cover of Optimizing Graphics for Low-end Mobile Devices | Tommy Krul
62 min
GameMakers62 min

Optimizing Graphics for Low-end Mobile Devices | Tommy Krul

Mobile game development requires a sophisticated approach to performance optimization due to extreme hardware fragmentation, regional device variations, and the unpredictable impact of thermal throttling.

  • Optimize for low-end mobile hardware by categorizing devices based on specific GPU and CPU combinations rather than relying on generic performance metrics.
  • Maintain visual fidelity across fragmented hardware by implementing dynamic performance scaling, automated shader levels of detail, and adjustable post-processing effects.
  • Utilize proprietary engines to build performance into the architectural design from the start, avoiding the need for late-stage fixes and reducing technical debt.
GameMakersMar 2021
Cover of Workflow Driven Tools Design
24 min
Game Developers Conference24 min

Workflow Driven Tools Design

Remedy Entertainment’s transition from a monolithic, MFC-based toolset to a modern, workflow-driven architecture represents a strategic shift in game development tooling.

  • Remedy Entertainment transitioned from a monolithic, MFC-based toolset to a .NET and WPF-based framework to resolve technical debt and slow iteration speeds.
  • The refactoring project required approximately one year of labor from two full-time programmers to complete.
  • The architecture separates UI and data management by using documents for layout configuration and contexts for data abstraction, reading, writing, and change tracking.
Game Developers ConferenceFeb 2021
Cover of Massive Crowd on Assassin's Creed Unity: AI Recycling
38 min
Game Developers Conference38 min

Massive Crowd on Assassin's Creed Unity: AI Recycling

Achieving unprecedented crowd density in Assassin's Creed Unity required the development of a sophisticated AI Level of Detail framework known as the Bulk system.

  • The 'Bulk' system manages up to 10,000 NPCs by categorizing them into three proximity-based states: high-fidelity autonomous NPCs, mid-range Puppet NPCs, and long-range Low-Res meshes.
  • Engine performance is optimized by reducing polygon counts for distant entities from 20,000 to 2,000, allowing the crowd system to consume only 5% of the total RAM budget.
  • The architecture utilizes a deterministic 'Shepherd' container that employs pre-calculated paths and pooled assets to maintain consistent CPU and memory efficiency.
Game Developers ConferenceJan 2021
Cover of Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques
48 min
Game Developers Conference48 min

Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques

Modern visual effects pipelines are shifting toward surface-driven GPU particle emission, moving away from traditional point-based emitters to allow any rendered object to function as a dynamic particle source.

  • Modern GPU particle pipelines are shifting from point-based emitters to surface-driven emission, allowing any rendered object to function as a dynamic particle source.
  • By binding particle behavior to geometry via shaders and compute buffers, developers can inherit surface properties like color and material attributes for more cohesive environmental effects.
  • Advanced workflows use geometry shaders to unfold mesh triangles into render targets, enabling real-time sampling of surface data without requiring pre-baked textures.
Game Developers ConferenceJan 2021
Cover of I made Cyberpunk 2077... BUT IT'S 2D
15 min
Thomas Brush15 min

I made Cyberpunk 2077... BUT IT'S 2D

This analysis examines the technical and creative process of adapting a complex 3D AAA title into a 2D platformer.

  • The project successfully distilled a complex 3D AAA title into a 2D Metroidvania-style prototype using the Unity engine within a one-week development cycle.
  • 2D development requires more intensive character animation and rigging than 3D, as the entire character model must be visible and responsive to cursor movement at all times.
  • Dynamic lighting, fog, rain, and post-processing glow effects are the primary drivers for replicating a high-fidelity 'cyberpunk' atmosphere in a 2D environment.
Thomas BrushJan 2021

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