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    Game Development

    3 277 курсов
    Wakes, Explosions and Lighting - Interactive Water Simulation in Atlas
    GDC

    Wakes, Explosions and Lighting - Interactive Water Simulation in Atlas

    Nature vs. Nurture - Unpacking Player Spending in F2P Games
    GDC

    Nature vs. Nurture - Unpacking Player Spending in F2P Games

    The Level Design of God of War
    GDC

    The Level Design of God of War

    Player Interactions Visualized
    GDC

    Player Interactions Visualized

    Marvel's Spider-Man - Procedural Lighting Tools
    GDC

    Marvel's Spider-Man - Procedural Lighting Tools

    Wind Simulation in God of War
    GDC

    Wind Simulation in God of War

    When Trainers' Eyes Meet - Creating Real Time Combat for Pokemon GO
    GDC

    When Trainers' Eyes Meet - Creating Real Time Combat for Pokemon GO

    Turing Tantrums - AI Devs Rant - 2019 Edition
    GDC

    Turing Tantrums - AI Devs Rant - 2019 Edition

    Vehicle Physics and Tire Dynamics in Just Cause 4
    GDC

    Vehicle Physics and Tire Dynamics in Just Cause 4

    Plunge into Storytelling - Transitioning into Narrative Design from Other Disciplines
    GDC

    Plunge into Storytelling - Transitioning into Narrative Design from Other Disciplines

    Content Fueled Gameplay Programming in Frostpunk
    GDC

    Content Fueled Gameplay Programming in Frostpunk

    Marvel's Spider-Man AI Postmortem
    GDC

    Marvel's Spider-Man AI Postmortem

    Rewarding Exploration with Collectibles and Gatherables
    GDC

    Rewarding Exploration with Collectibles and Gatherables

    God of War - Breathing New Life into a Hardened Spartan
    GDC

    God of War - Breathing New Life into a Hardened Spartan

    Loot Boxes - Legal Pitfalls and Loopholes
    GDC

    Loot Boxes - Legal Pitfalls and Loopholes

    The Art of FAITH - Horror at 192x160 Pixels
    GDC

    The Art of FAITH - Horror at 192x160 Pixels

    Building New York in Marvel's Spider-Man - It's Still Just Level Design
    GDC

    Building New York in Marvel's Spider-Man - It's Still Just Level Design

    Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
    GDC

    Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey

    AMA - Sucker Punch Productions Co-founder Brian Fleming Talks Ghost of Tsushima
    GDC

    AMA - Sucker Punch Productions Co-founder Brian Fleming Talks Ghost of Tsushima

    World Design for Different Player Types
    GDC

    World Design for Different Player Types

    Interactive Story Without Challenge Mechanics - The Design of Firewatch
    GDC

    Interactive Story Without Challenge Mechanics - The Design of Firewatch