- Game Performance Optimization (Ben Cloward playlist)
YouTube playlist on game optimization for Unity and Unreal: budgets, CPU versus GPU triage, PIX analysis, and draw-call or shader tuning.
100% match
· <general><optimization><intermediate><video><cloward><budgets><capture><content> - 5 ways to draw an outline (Alexander Ameye)
Five Ways to Draw an Outline is Alexander Ameye's 2021 note (alexanderameye.github.io / ameye.dev).
100% match
· <intermediate><access><before><draw><free><game><paywall><post> - A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs.
It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects.
Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match
· <access><before><developers><free><game><paywall><real><series> - A Look at Spyro's Portals - Rendering the Background
Daniel Pokladek's November 2020 post begins a Unity series on Spyro Reignited portal shaders, focusing on the background visible through the opening while later installments cover
100% match
· <general><intermediate><access><always><before><free><paywall><real> - Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF.
One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion.
The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
100% match
· <intermediate><access><before><content><free><game><paywall><post> - Branching on a GPU (Jason Booth, Dec 2021)
Branching on a GPU is Jason Booth's December 2021 Medium essay on when shader branches help or hurt on modern GPUs.
100% match
· <general><intermediate><access><before><content><free><paywall><real> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020.
Devlogs walk through shipped shaders: shell grass ben
100% match
· <intermediate><cameras><content><demos><developers><free><game><level> - Constraint-Based Tile Generators (BorisTheBrave)
Constraint-Based Tile Generators is BorisTheBrave's October 2021 survey unifying WaveFunctionCollapse and Model Synthesis as constraint-based tile generators that fill a grid under hard local rules.
Boris organizes variants by model (adjacency versus overlapping patches), constraint inference from samples, labels, or tile borders, solvers from arc consistency to Z3, cell and tile heuristics, contradiction handling, and non-square grids.
100% match
· <general><intermediate><access><before><call><free><paywall><practical> - Froyok
Léna Piquet's technical-art blog at froyok.fr/articles.html, where she shares years of real-time rendering notes alongside her Adobe Substance 3D Painter work.
Coverage centers on Unreal Engine 4: custom bloom and lens-flare post-processes, distance-field textures, portals, render-target UI, and selective engine-source changes.
100% match
· <general><intermediate><access><before><free><paywall><real><time> - Joyrok > What are SDFs Anyway?
"What Are SDFs Anyway?" is a Tech Art Chronicles article on joyrok.com introducing signed distance fields for 2D UI icons.
100% match
· <general><intermediate><access><before><free><paywall><real><time> - Rendering Line Lights
Eric López’s article derives analytic shading for elongated line lights - treating luminous segments instead of point or area disks - in real-time renderers.
Covers integration against BRDFs, energy considerations, and implementation notes useful for neon tubes, LED strips, and stylized fixtures.
100% match
· <intermediate><access><before><free><game><paywall><real><time> - Simon Trümpler / Simonschreibt
Simon Trümpler’s Simonschreibt.de is a long-running German/English technical art blog covering stylized environments, hand-painted texturing, Substance workflows, and shader-adjace
100% match
· <general><intermediate><access><before><free><game><paywall><real> - Slime Rancher Faces : Behind the Scenes (PolygonCherub, Monomi Park)
Archived Monomi Park forum thread (PolygonCherub) documents Slime Rancher’s expressive character faces - blend shapes, material tricks, and production constraints behind the cute s
100% match
· <general><intermediate><access><before><free><paywall><real><time> - TextureLab
Lets artists iterate on albedo/height-style maps outside DCC apps, then import into Unity, Unreal, or Godot.
100% match
· <general><intermediate><access><before><free><paywall><process><real> - Voronoi Maps (Red Blob Games)
Amit Patel (Red Blob Games) interactive Voronoi map tutorial builds region diagrams step-by-step with JavaScript demos - ideal for understanding Lloyd relaxation, biomes, and proce
100% match
· <general><intermediate><access><before><free><paywall><polygon><real> - Youtube > Makin' Stuff Look Good in Unity
YouTube channel “Makin’ Stuff Look Good in Unity” (UCEklP9iLcpExB8vp_fWQseg) publishes stylized rendering breakdowns - particles, trails, shaders, and URP/HDRP tips for indie polis
100% match
· <intermediate><video><access><before><free><paywall><series><time> - A Game Developer’s Guide to SIGGRAPH 2026: Building Your Week Beyond the Games Summit
ACM SIGGRAPH blog guide for game developers attending SIGGRAPH 2026, starting from the inaugural Games Summit and mapping related sessions across the week.
100% match
· <general><across><developers><game><live><production><real><starting> - ARM Learning Paths - Mobile, Graphics, and Gaming
Structured hands-on learning paths for mobile graphics, gaming, and ML on Arm hardware.
96% match
· <general><optimization><analysis><capture><frame><memory><performance><structured> - Euri Herasme
's site is the portfolio of technical artist Euri Gilberto Herasme Cuevas, focused on real-time graphics, XR, and visual teaching.
92% match
· <general><intermediate><access><before><free><paywall><real><time> - Memory Management, Explained Simply (Part 1)
First video in a four-part series on computer memory management.
83% match
· <general><video><before><deeper><memory><series><systems>