GDC Vault に動画やスライド資料がアップされたので、大型タイトル関連の講演を中心にピックアップしてみました。
ただしアニメーション・AI・自動テスト・ビジネス寄りのものなどはほぼ取り上げていません(★が付いているものは有料のもの)。
'ARMS': Building 'Mario Kart 8' Insights into a Showcase Nintendo Switch Fighter(Nintendo)
https://www.gdcvault.com/play/1024907/-ARMS-Building-Mario-Kart
http://www.4gamer.net/games/368/G036834/20180322118/
マリオカートの経験を活かしたARMSの開発について(プロデューサー視点)
'Monster Hunter: World' Postmortem: Concept Design through Prototyping and Iteration(Capcom)
https://www.gdcvault.com/play/1024981/-Monster-Hunter-World-Postmortem
http://www.4gamer.net/games/384/G038423/20180323098/
https://www.famitsu.com/news/201803/23154202.html
モンハンワールドの検証時の動画たっぷり
'Splatoon' and 'Splatoon 2': How to Invent a Stylish Franchise with Global Appeal(Nintendo)
https://www.gdcvault.com/play/1024999/-Splatoon-and-Splatoon-2
http://www.4gamer.net/games/368/G036835/20180322116/
スプラトゥーンの誕生秘話
A Fun Time in Which Some No-Good Game Developers May or May Not Discuss How We Made 'NieR:Automata'(Independent)
https://www.gdcvault.com/play/1024894/A-Fun-Time-in-Which
http://www.4gamer.net/games/353/G035315/20180322055/
ニーアオートマタのアクションとゲームにおける「自由」の話
Character Development in Non-Linear Spaces(Naughty Dog)
https://www.gdcvault.com/play/1024926/Character-Development-in-Non-Linear
https://www.gdcvault.com/play/1025459/Character-Development-in-Non-Linear
キャラクターとユーザー体験
Classic Game Postmortem: 'Ultima Online'(Portalarium)
https://www.gdcvault.com/play/1024930/Classic-Game-Postmortem-Ultima-Online
http://www.4gamer.net/games/005/G000570/20180326044/
「Ultima Online」のポストモーテム
Classic Game Postmortem: 'Sonic the Hedgehog'(Arzest Corporation / Unity Technology Japan)
https://www.gdcvault.com/play/1024928/Classic-Game-Postmortem-Sonic-the
https://www.gdcvault.com/play/1025496/Classic-Game-Postmortem-Sonic-the
http://www.4gamer.net/games/999/G999905/20180322115/
ソニック誕生秘話
'For Honor': From a Great Launch to a Challenging Live Period(Ubisoft)
https://www.gdcvault.com/play/1024949/-For-Honor-From-a
For Honorのベータから発売後1年目までの話
'Horizon Zero Dawn': A Game Design Postmortem(Guerrilla Games)
https://www.gdcvault.com/play/1024963/-Horizon-Zero-Dawn-A
ホライゾンの振り返り 検証動画など
Intelligent Game Design on 'Rainbow Six Siege'(Ubisoft, Ubisoft Montreal)
https://www.gdcvault.com/play/1025166/Intelligent-Game-Design-on-Rainbow ★
https://www.gdcvault.com/play/1025322/Intelligent-Game-Design-on-Rainbow
https://www.gdcvault.com/play/1025323/Intelligent-Game-Design-on-Rainbow
データに基づくゲームデザイン
10 Years of Evolution of the 'Assassin's Creed' Brand(Ubisoft)
https://www.gdcvault.com/play/1024890/10-Years-of-Evolution-of
http://www.4gamer.net/games/384/G038410/20180324011/
アサシンクリードシリーズ10年の振り返り
Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood(Naughty Dog / NYU Game Center)
https://www.gdcvault.com/play/1025179/Level-Design-Workshop-Invisible-Intuition ★
https://www.gdcvault.com/play/1025529/Level-Design-Workshop-Invisible-Intuition
https://www.gdcvault.com/play/1025360/Level-Design-Workshop-Invisible-Intuition
レベルデザインにおけるライティングによる視線誘導の話
Plot and Parcel: Procedural Level Design in 'XCom 2'(Firaxis Games)
https://www.gdcvault.com/play/1025387/Plot-and-Parcel-Procedural-Level
コストを最小限に抑えながらAAAタイトルのレベルを作る
EXPLORING HIDDEN STORIES IN THE WORLD OF 'XCOM 2'(Firaxis Games)
https://gdcvault.com/play/1024943/Exploring-Hidden-Stories-in-the
http://www.4gamer.net/games/303/G030325/20180326027/
自動生成マップに隠されたストーリー
■アート
Art Direction Bootcamp: A No Nonsense Approach to Designing Robot Dinosaurs(Guerrilla Games)
https://www.gdcvault.com/play/1025049/Art-Direction-Bootcamp-A-No ★
Art Direction Bootcamp: Artistry in a New Medium: 'Lone Echo' and the Magic of VR(Ready at Dawn)
https://www.gdcvault.com/play/1025050/Art-Direction-Bootcamp-Artistry-in ★
https://www.gdcvault.com/play/1025438/Art-Direction-Bootcamp-Artistry-in
Art Direction Bootcamp: Inspiring Creativity through Internal Game Jams(Riot Games)
https://www.gdcvault.com/play/1025051/Art-Direction-Bootcamp-Inspiring-Creativity ★
Art Direction for AAA UI(DICE LA)
https://www.gdcvault.com/play/1025498/Art-Direction-for-AAA
Art Direction: Escaping Your Comfort Zone(Ubisoft)
https://www.gdcvault.com/play/1025053/Art-Direction-Escaping-Your-Comfort ★
Between Tech and Art: The Vegetation of 'Horizon Zero Dawn'(Guerrilla Games)
https://www.gdcvault.com/play/1025066/Between-Tech-and-Art-The ★
https://gdcvault.com/play/1025530/Between-Tech-and-Art-The
Breaking Through: Psychosis and the Making of 'Hellblade'(Ninja Theory, Ltd.)
https://www.gdcvault.com/play/1024922/Breaking-Through-Psychosis-and-the
http://www.4gamer.net/games/342/G034272/20180331001/
Bridging the Gap Between UX Principles and Game Design(Epic Games)
https://www.gdcvault.com/play/1025073/Bridging-the-Gap-Between-UX ★
https://www.gdcvault.com/play/1025393/Bridging-the-Gap-Between-UX
Creating Living, Breathing Key Art for Your Front-End(Ubisoft)
https://www.gdcvault.com/play/1025092/Creating-Living-Breathing-Key-Art ★
Procedural World Generation of 'Far Cry 5'(Ubisoft )
https://www.gdcvault.com/play/1025215/Procedural-World-Generation-of-Far ★
Repopulating the Earth: Character Production on 'Horizon Zero Dawn'(Guerrilla Games)
https://www.gdcvault.com/play/1024992/Repopulating-the-Earth-Character-Production
Spline-Based Procedural Modeling in 'Agents of Mayhem'(Deep Silver Volition )
https://www.gdcvault.com/play/1025244/Spline-Based-Procedural-Modeling-in ★
Technical Artist Bootcamp: Contributing to Open Source(Volition)
https://www.gdcvault.com/play/1025253/Technical-Artist-Bootcamp-Contributing-to ★
https://www.gdcvault.com/play/1025253/Technical-Artist-Bootcamp-Contributing-to
Technical Artist Bootcamp: Identifying Technical Art by Its Habits(Unity Technologies)
https://www.gdcvault.com/play/1025254/Technical-Artist-Bootcamp-Identifying-Technical ★
https://www.gdcvault.com/play/1025543/Technical-Artist-Bootcamp-Identifying-Technical
Technical Artist Bootcamp: Learning an Established Content Creation Pipeline, Workflow and Codebase(Bio Ware)
https://www.gdcvault.com/play/1025255/Technical-Artist-Bootcamp-Learning-an ★
https://www.gdcvault.com/play/1025545/Technical-Artist-Bootcamp-Learning-an
Technical Artist Bootcamp: Procedural Islands of 'Dauntless'(Pheonix Labs)
https://www.gdcvault.com/play/1025256/Technical-Artist-Bootcamp-Procedural-Islands ★
https://www.gdcvault.com/play/1025541/Technical-Artist-Bootcamp-Procedural-Islands
Technical Artist Bootcamp: Production Values: Improving Quality, Longevity and Scalability(Creative Assembly)
https://www.gdcvault.com/play/1025257/Technical-Artist-Bootcamp-Production-Values ★
https://www.gdcvault.com/play/1025540/Technical-Artist-Bootcamp-Production-Values
Technical Artist Bootcamp: Shaders 301(Bio Ware) ※UE4のシェーダー
https://www.gdcvault.com/play/1025259/Technical-Artist-Bootcamp-Shaders ★
https://www.gdcvault.com/play/1025538/Technical-Artist-Bootcamp-Shaders
Texturing a Hyper-Reality Experience: Star Wars: Secrets of the Empire(ILMxLAB)
The Animation Pipeline of 'Mario + Rabbids Kingdom Battle'(Ubisoft)
https://www.gdcvault.com/play/1025262/The-Animation-Pipeline-of-Mario
UI/UX for Creating Your Mobile Game in VR(MunkyFun)
https://www.gdcvault.com/play/1025293/UI-UX-for-Creating-Your ★
Allegorithmic's Keynote: What's New with Substance(Allegorithmic)
https://www.gdcvault.com/browse/gdc-18/play/1024843
Creating Photorealistic Procedural Materials with Substance Designer(Bungie)
https://www.gdcvault.com/browse/gdc-18/play/1024844
https://www.youtube.com/watch?v=WNwtc-OeGQ0
Ruins of the Reich: Debris and Rubbles Pipeline in 'Wolfenstein 2' with Substance Designer(Allegorithmic)
https://www.gdcvault.com/browse/gdc-18/play/1024845
Substance Automation Toolkit: Building a Future-Proof Material Pipeline(Allegorithmic)
https://www.gdcvault.com/browse/gdc-18/play/1024846
https://www.youtube.com/watch?v=3EzEEnYHt3c
The Substance of Shadow of War(Red Storm Entertainment)
https://www.gdcvault.com/browse/gdc-18/play/1024847
https://www.youtube.com/watch?v=TeMCtK1llIM&index=1&t=0s&list=PLM8Mtt_RtLBOYrZVAljIndtk3GnnFb38T
■エフェクト
Frostbite GPU Emitter Graph System(Electronic Arts)
https://www.gdcvault.com/play/1025132/Frostbite-GPU-Emitter-Graph ★
Real-Time VFX: A Visual Language Spectrum(FXVille )
https://www.gdcvault.com/play/1025230/Real-Time-VFX-A-Visual ★
https://www.gdcvault.com/play/1025507/Real-Time-VFX-A-Visual
The Visual Effects Technology of 'Destiny'(Bungie)
https://www.gdcvault.com/play/1025282/The-Visual-Effects-Technology-of ★
https://www.gdcvault.com/play/1025490/The-Visual-Effects-Technology-of
Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'(Bungie)
https://www.gdcvault.com/play/1025382/Translating-Art-into-Technology-Physically
Visual Effects Bootcamp: Autonomy in Real-Time Effects: Artist Driven Tools and Techniques for Large Scale Production(Epic Games)
https://www.gdcvault.com/play/1025297/Visual-Effects-Bootcamp-Autonomy-in ★
https://www.gdcvault.com/play/1025520/Visual-Effects-Bootcamp-Autonomy-in
Visual Effects Bootcamp: How VR is Going to Break All the Rules in VFX(Epic Games)
https://www.gdcvault.com/play/1025298/Visual-Effects-Bootcamp-How-VR ★
https://www.gdcvault.com/play/1025470/Visual-Effects-Bootcamp-How-VR
Visual Effects Bootcamp: The Elementary Particles(Arkane Studios)
https://www.gdcvault.com/play/1025299/Visual-Effects-Bootcamp-The-Elementary ★
Visual Effects Bootcamp: The Thinking Process of Beautiful Design(Riot Games)
https://www.gdcvault.com/play/1025300/Visual-Effects-Bootcamp-The-Thinking ★
※スタイリッシュな手描きの炎!
Visual Effects Bootcamp: Zip! Thwack! Ping! Animation Principles of VFX(SideFX)
https://www.gdcvault.com/play/1025301/Visual-Effects-Bootcamp-Zip-Thwack ★
https://www.gdcvault.com/play/1025417/Visual-Effects-Bootcamp-Zip-Thwack
■ツール環境/その他
The Asset Build System of 'Far Cry 5'(Ubisoft Montreal)
https://www.gdcvault.com/play/1025264/The-Asset-Build-System-of ★
https://www.gdcvault.com/play/1025444/The-Asset-Build-System-of
Tools Tutorial Day: A Tale of Three Data Schemas(Electronic Arts)
https://www.gdcvault.com/play/1025284/Tools-Tutorial-Day-A-Tale ★
Tools Tutorial Day: Bungie's Asset Pipeline: 'Destiny 2' and Beyond(Bungie)
https://www.gdcvault.com/play/1025285/Tools-Tutorial-Day-Bungie-s ★
https://www.gdcvault.com/play/1025430/Tools-Tutorial-Day-Bungie-s
Tools Tutorial Day: Playtesting 'Overwatch'(Blizzard Entertainment)
https://www.gdcvault.com/play/1025012/Tools-Tutorial-Day-Playtesting-Overwatch
Tools Tutorial Day: Shipping 'Call of Duty'(Infinity Ward)
https://www.gdcvault.com/play/1025286/Tools-Tutorial-Day-Shipping-Call ★
https://www.gdcvault.com/play/1025380/Tools-Tutorial-Day-Shipping-Call
Tools Tutorial Day: Workflow Driven Tools Design(Remedy Entertainment)
https://www.gdcvault.com/play/1025289/Tools-Tutorial-Day-Workflow-Driven ★
"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (NVIDIA)
https://www.gdcvault.com/play/1024800/
Advanced Graphics Techniques Tutorial: "New Techniques for Accurate Real-Time Reflections" & "Memory Management in Vulkan and DX12"(Microsoft)
https://www.gdcvault.com/play/1025029/Advanced-Graphics-Techniques-Tutorial-New ★
https://www.gdcvault.com/play/1025458/Advanced-Graphics-Techniques-Tutorial-New
Advanced Graphics Techniques Tutorial: GPU-Based Clay Simulation and Ray-Tracing Tech in 'Claybook'(Second Order)
https://www.gdcvault.com/play/1025030/Advanced-Graphics-Techniques-Tutorial-GPU ★
https://www.gdcvault.com/play/1025316/Advanced-Graphics-Techniques-Tutorial-GPU
Advanced Graphics Techniques Tutorial: The Elusive Frame Timing: A Case Study for Smoothness Over Speed(Croteam)
https://www.gdcvault.com/play/1025031/Advanced-Graphics-Techniques-Tutorial-The ★
https://www.gdcvault.com/play/1025407/Advanced-Graphics-Techniques-Tutorial-The
Advanced Graphics Techniques Tutorial: The Latest Graphics Technology in Remedy's Northlight Engine(Lemedy Entertainment)
https://www.gdcvault.com/play/1025032/Advanced-Graphics-Techniques-Tutorial-The ★
https://www.gdcvault.com/play/1025315/Advanced-Graphics-Techniques-Tutorial-The
Advanced Graphics Techniques Tutorial: Water Rendering in 'Far Cry 5'(Ubisoft Toronto)
https://www.gdcvault.com/play/1025033/Advanced-Graphics-Techniques-Tutorial-Water ★
Circular Separable Convolution Depth of Field(Electronic Arts)
https://www.gdcvault.com/play/1025372/Circular-Separable-Convolution-Depth-of
Cluster Forward Rendering and Anti-Aliasing in 'Detroit: Become Human'(Quantic Dream)
https://www.gdcvault.com/play/1025084/Cluster-Forward-Rendering-and-Anti ★
https://www.gdcvault.com/play/1025420/Cluster-Forward-Rendering-and-Anti
NVIDIA GameWorks Technologies in 'FINAL FANTASY XV', Behind the Scenes(NVIDIA)
https://www.gdcvault.com/browse/gdc-18/play/1024811
Precomputed Global Illumination in Frostbite(Electronic Arts)
https://www.gdcvault.com/play/1025214/Precomputed-Global-Illumination-in ★
https://www.gdcvault.com/play/1025434/Precomputed-Global-Illumination-in
Ray Tracing in Games with NVIDIA RTX(NVIDIA)
https://www.geforce.com/whats-new/articles/nvidia-rtx-real-time-game-ray-tracing
Real-Time Reflections in 'Mafia III' and Beyond(2K Games )
https://www.gdcvault.com/play/1025229/Real-Time-Reflections-in-Mafia ★
https://www.gdcvault.com/play/1025467/Real-Time-Reflections-in-Mafia
Terrain Rendering in 'Far Cry 5'(Ubisoft)
https://www.gdcvault.com/play/1025261/Terrain-Rendering-in-Far-Cry ★
https://www.gdcvault.com/play/1025480/Terrain-Rendering-in-Far-Cry
The Lighting Technology of 'Detroit: Become Human'(Quantic Dream)
https://www.gdcvault.com/play/1025264/The-Asset-Build-System-of ★
https://www.gdcvault.com/play/1025339/The-Lighting-Technology-of-Detroit
[GDC 2018]「RTX」一色のNVIDIAブースで,ゲームにおけるレイトレーシング技術の活用アイデアをチェック
http://www.4gamer.net/games/208/G020859/20180326064/
[GDC 2018]西川善司の3DGE:DirectX Raytracingにおける最適解は「レイトレーシングを行わないこと」!? Futuremarkが語るその真意
http://www.4gamer.net/games/033/G003329/20180323164/
[GDC 2018]西川善司の3DGE:DirectX RaytracingにRTX,Optix,ProRenderにRadeon Rays。“レイトレだらけ”の状況をすっきりさせてみる
http://www.4gamer.net/games/033/G003329/20180323013/
[GDC 2018]映像やAR/VR,さらにリアルタイムレイトレーシングまで! 2018年のUnreal Engineはこうなる
http://www.4gamer.net/games/144/G014484/20180322097/
[GDC 2018]Futuremark,「DirectX Raytracing」ベースとなるリアルタイム技術デモのムービーを公開
http://www.4gamer.net/games/143/G014363/20180322075/
■パフォーマンス / QA
'Assassin's Creed Origins': Monitoring and Validation of World Design Data(Ubisoft Montrial)
https://www.gdcvault.com/play/1025054/-Assassin-s-Creed-Origins ★
https://www.gdcvault.com/play/1025452/-Assassin-s-Creed-Origins
自動テストとレポートシステムなど
Performance and Memory Postmortem for 'Middle-earth: Shadow of War'
https://www.gdcvault.com/play/1025209/Performance-and-Memory-Postmortem-for ★
https://www.gdcvault.com/play/1025429/Performance-and-Memory-Postmortem-for
Shading of 'Spellsouls': Achieving AAA Quality on Mobile(Nordeus)
https://www.gdcvault.com/play/1025238/Shading-of-Spellsouls-Achieving-AAA ★
https://www.gdcvault.com/play/1025473/Shading-of-Spellsouls-Achieving-AAA
'Horizon Zero Dawn': A QA Open World Case Study(Guerrilla Games)
https://www.gdcvault.com/play/1025153/-Horizon-Zero-Dawn-A ★
https://www.gdcvault.com/play/1025326/-Horizon-Zero-Dawn-A
Deep Learning for Animation and Content Creation(NVIDIA)
https://www.gdcvault.com/browse/gdc-18/play/1024808
Deep Learning for Game Developers(NVIDIA)
https://www.gdcvault.com/browse/gdc-18/play/1024809
Deep Learning: Beyond the Hype(Electronic Arts)
https://www.gdcvault.com/play/1025098/Deep-Learning-Beyond-the
Developing the Art of 'Fortnite'(Epic Games)
https://www.gdcvault.com/play/1024936/Developing-the-Art-of-Fortnite
Robocalypse Now: Using Deep Learning to Combat Cheating in 'Counter-Strike: Global Offensive'(Valve)
https://www.gdcvault.com/play/1024994/Robocalypse-Now-Using-Deep-Learning