HandmadeCon 2016
HandmadeCon 2015
HandmadeCon 2016
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HandmadeCon 2016
Compression
Compression Followup
Asset Systems and Scalability
Technical Direction at Blizzard
Large-scale Systems Architecture
Anatomy and Health for Programmers
History of Software Texture Mapping in Games
HandmadeCon 2015 Q&A (Part 1)
HandmadeCon 2015 Q&A (Part 2)