Destiny's Networked Mission Architecture

The Sound and Music of 'Hyper Light Drifter' [video]

GDC Vault

Insomniac's Web Tools: A Postmortem

Everyone Watching This Is Fired

Getting off the NavMesh: Navigating in Fully 3D Environments

Robocalypse Now: Using Deep Learning to Combat Cheating in CSGO

The Ray + Raster Era Begins - an R&D Roadmap for the Game Industry

Landscape Creation and Rendering in REDengine 3

Save Yourself: Game History is in Your Hands

Rendering Rainbow Six Siege

JPS+: Over 100x Faster than A* (2015)

GDC Vault - The Game Outcomes Project: How Teamwork, Leadership and Culture Drive Results

A detailed breakdown of the rendering of Playdead's Inside (from GDC 2016)

Fast Iteration Tools in the Production of the Talos Principle

Parallelizing the Naughty Dog Engine Using Fibers

8-Bit and '8 Bitish' Graphics

Building 3-Dimensional UI for VR

How to Write Code the Compiler Can Actually Optimize

Lessons from the Core Engine Architecture of Bungie's "Destiny"

Physics for Game Programmers : Networking for Physics Programmers

Building a Better Centaur: AI at Massive Scale

JPS+ pathfinding 100x times faster than A*

Pathfinding: A* to Jump Point Search + Goal Bound by Steve Rabin

Approaching Zero Driver Overhead in OpenGL (2014) [video]

Parallelizing the Naughty Dog Engine Using Fibers [video]

Classic Game Postmortem: Loom [video]

How to Write Code the Compiler Can Actually Optimize [Mike Acton, Insomniac Games]