Publications
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Art (5)
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Audio (5)
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Design (1)
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Engineering (11)
- A Step Towards Data Orientation
- Battlelog – Building scalable web sites with tight game integration
- Building the Battlefield AI Experience
- Culling the Battlefield Data Oriented Design in Practice
- Executable Bloat – How it happens and how we can fight it
- How data rules the world: Telemetry in Battlefield Heroes
- Introduction to Data Oriented Design
- Parallel Futures of a Game Engine
- Parallel Futures of a Game Engine v2.0
- Scaling the Pipeline
- Scope Stack Allocation
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Production (5)
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Rendering (16)
- 5 Major Challenges in Interactive Rendering
- A Real-time Radiosity Architecture
- Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
- Bending the Graphics Pipeline
- Destruction Masking in Frostbite 2 using Volume Distance Fields
- DirectX 11 Rendering in Battlefield 3
- Frostbite Rendering Architecture and Real-time Procedural Shading Texturing Techniques
- More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed The Run
- Parallel Graphics in Frostbite – Current Future
- Shadows Decals: D3D10 techniques from Frostbite
- Shiny PC Graphics in Battlefield 3
- SPU Based Deferred Shading in Battlefield 3 for Playstation 3
- Stable SSAO in Battlefield 3 with Selective Temporal Filtering
- Terrain in Battlefield 3: A Modern, Complete and Scalable System
- Terrain Rendering in Frostbite using Procedural Shader Splatting
- The Intersection of Game Engines and GPUs – Current & Future
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Thesis (10)
- Adaptive Hardware-accelerated Terrain Tessellation
- Advanced Real-time Post-Processing using GPGPU techniques
- Beyond the HUD – User Interfaces for Increased Player Immersion in FPS Games
- Data-oriented Interactive Water
- Interactive Real Time Cloth Simulation with Adaptive Level of Detail
- Lighting and materials for real-time game engines
- Motion Controllers for Game Consoles
- Procedural deformation and destruction in real-time
- Real-Time Hair Simulation and Visualisation for Games
- Realtime Interactive Water Waves
Four Guns West
2011-03-10 by Ben Minto - DICE, Chuck Russom - Chuck Russom FX, Chris Sweetman - Splash Damage and Charles Maynes
Conference: Game Developers Conference 2011
EA DICE PKM Gun Recording Microphone Type, Position & Pre Amp Comparison – ben.minto@dice.se from Ben Minto on Vimeo.
Audio panel from GDC11 that aims to give an insight into the shadowy world of audio in AAA FPS titles from multiple developers