GAME_DEV

Perforce Integration in an AAA Game Engine : The Strength of the C++ API via @BartWronsk

https://www.perforce.com/sites/default/files/pdf/perforce-aaa-game-engine-paper.pdf Ubisoft の人が書いた Perforce のゲームエンジンへのインテグレーションに関する pdf です.

Over-engineering (the root of all evil) via @tuan_kuranes_rs

http://c0de517e.blogspot.jp/2016/10/over-engineering-root-of-all-evil.html 過度なエンジニアリングに関する記事

Why Git is Not Good for Games. via @kenpex

http://enemyhideout.com/2016/06/why-git-is-not-good-for-games/ Git がゲーム向けではないことに関する記事

Programming at Naughty Dog

メモ Naughty Dog はちょっと変わったゲーム会社で, あなたが今までやってきたこと(バックグラウンド, 経験, 学位)を気にしない 情熱が一番大事 グラフィックスの技術で遊んでいるか ? 数学で論理的に考えることを重視する 成功は個人の力にかかっている 誰…

Lou's Pseudo 3d Page

http://www.extentofthejam.com/pseudo/

Software Builds at EA: The 5000' View

http://ndebug.blogspot.jp/2015/01/software-builds-at-ea.html

Minecraft to Join Microsoft

SonyWWS(World Wide Studio) LevelEditor

https://github.com/SonyWWS/LevelEditor/wiki Japanese memo Sony World Wide Studio さんによるオープンソースのレベルエディタです.

ACM SIGGRAPH Conference on Motion in Games 2014

http://mig2014.ict.usc.edu/

Budgets of games by wccftech.com

1 million = 100 万ドル = 約 1 億円

Knack @ GTMF 2014 (Game Tools & Middleware Forum in Japan)

http://www.gamebusiness.jp/article.php?id=9854

About video game programmers via jaymin kessler

"How to make a rendering engine" by @kenpex

http://c0de517e.blogspot.ca/2014/04/how-to-make-rendering-engine.html Memo in Japanese Activision のグラフィックスプログラマ @ kenpex さんによるレンダリングエンジンの作り方のブログ記事です.

"GPU profiling in Visual Studio 2013 Update 2"

http://blogs.msdn.com/b/shawnhar/archive/2014/04/05/gpu-profiling-in-visual-studio-2013-update-2.aspx

Autodesk reveals 2015 updates to animation and Gameware tool suites @ Develop

http://www.develop-online.net/news/autodesk-reveals-2015-updates-to-animation-and-gameware-tool-suites/0190619 (In Japanese) : http://www.4gamer.net/games/251/G025140/20140321003/ Memo in Japanese GDC2014 で発表があった Autodesk Gameware 2…

The Making of The Last of Us

Overdraw in Overdrive @ SelfShadow

Overdraw in Overdrive @ SelfShadow http://blog.selfshadow.com/publications/overdraw-in-overdrive/

Books For Game Developers

Books For Game Developers http://mrelusive.com/books/books.html Memo in Japanese ゲーム開発者向けの本のリストです.

Naughty Dog explains about PS4 in detail and How They Can Make it “Run Really Fast”

Naughty Dog Explains PS4′s CPU, Memory and More in Detail and How They Can Make it “Run Really Fast” http://www.dualshockers.com/2014/03/11/naughty-dog-explains-ps4s-cpu-memory-and-more-in-detail-and-how-they-can-make-them-run-really-fast/…

"Molotovs in The Last Of Us"

"Molotovs in The Last Of Us" http://dougvfx.blogspot.jp/2013/11/molotovs-in-last-of-us.html Memo in Japanese The Last of Us の火炎瓶についての記事です.

The Building Blocks Of BioShock Infinite

The Building Blocks Of BioShock Infinite http://kotaku.com/the-building-blocks-of-bioshock-infinite-1540105182 CALEN BRAIT http://cbrait.com/

Authoring Tools Framework by Sony Worldwide Studios central tools group

SonyWWS/ATF github https://github.com/SonyWWS/ATF SonyWWS/ATF Wiki https://github.com/SonyWWS/ATF/wiki "Authoring Tools Framework: Open Source from Sony's Worldwide Studios" @ GDC2014 http://schedule.gdconf.com/session-id/828358 Authoring …

About Ubisoft subsidiaries (In Japanese: Ubisoft 傘下の会社)

概要 (In Japanese) Ubisoft の傘下の会社について調べてみました. 特に気になった会社を下に列挙しました. 参考 URL : https://www.ubisoftgroup.com/en-US/about_ubisoft/world_presence/world_presence.aspx Ubisoft Massive(スウェーデン) 開発中 : Tom …

Videos of SteamDevDays

http://www.steamdevdays.com/

The technology of Killzone Shadow Fall at EuroGamer.net

http://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall