Personal Information
Organization / Workplace
Wroclaw, Poland
Occupation
Technical Art Director
Industry
Technology / Software / Internet
Tags
deferred shading
gbuffer
dying light
See more
- Presentations
- Documents
- Infographics
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
AMD Developer Central
•
9 years ago
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
•
8 years ago
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Joel Burgess
•
9 years ago
Modular Level Design for Skyrim
Joel Burgess
•
11 years ago
The Creation of Killzone 3
Guerrilla
•
12 years ago