At Deep Silver Volition we believe in sharing our knowledge and long-standing experience in the gaming industry with other developers, but also with the general public. Whether it’s at the annual Game Developers Conference, SIGGRAPH, IGDA events, or many others, Volition employees have given many presentations over the past decade.

Below, you will find an archive of slides and other files from past Volition lectures and roundtables, all for the purpose of creating better games and experiences.

Monday, March 26, 2018
This talk, presented at GDC 2018, covers some of the main rendering technologies used on Volition’s ‘Agents of Mayhem’. The prese...
Wednesday, March 21, 2018
Presented at GDC 2018 Volition has created a new and powerful spline-based modeling system. This system has enabled their developers to build a cit...
Monday, August 18, 2014
Volition is proud to have sponsored the 2014 GAAM Summer Invitational Charity Auction last month which raised over $3000 for First Coast No More Ho...
Tuesday, May 27, 2014
Lecture by Alex Mejia Alex Mejia, Senior Video Editor and Producer at Volition, gives an introductory overview about color management geared toward...
Tuesday, May 27, 2014
Lecture by Dave Bianchi at GDC 2014. One designer, 90+ vehicles, and only 6 months to go: that was the scenario David Bianchi, Designer at Volition...
Tuesday, May 27, 2014
Lecture by Aaron Canary at GDC 2014. When game worlds were simply linear presentations of rooms and corridors, it was acceptable to create AI that ...
Tuesday, May 27, 2014
Lecture by Greg Donovan at GDC 2014. Volition has experienced challenges when it comes to establishing a strong and clear project vision. Greg Dono...
Thursday, July 12, 2012
Monday, July 2, the audio department went on a field trip to hear the launch of the new Dolby ATMOS theatre in Chicago.  Here is how this sound co...
Thursday, March 08, 2012
Lecture by Jordan Lynn at GDC 2012. This talk discusses how to integrate back-end datalogging into an existing playtest program to create more sati...
Thursday, March 08, 2012
Lecture by Jason Scott at GDC 2012. Building a cohesive culture across multiple projects, teams, and disciplines is a challenge for any studio. Wit...
Thursday, March 08, 2012
Lecture by Frank Marquart at GDC 2012. It all started with an internal joke and a word that inexplicably caught on…Exaggereal. Exaggereal bec...
Wednesday, March 07, 2012
Lecture by Will Smith at GDC 2012. This session presents a holistic case study involving HLSL shader development. Included is not only the problem ...
Wednesday, March 07, 2012
Lecture by Alexander Mejia at GDC 2012. In the past, we had several outsource partners that worked with us to help create marketing videos for Sain...
Wednesday, March 07, 2012
Lecture by Scott Kircher at GDC 2012. Describes some of the key rendering technologies behind Saints Row: The Third. Main topics will be an update ...
Wednesday, March 07, 2012
Lecture by Ariel Gross at GDC 2012. There were over 80,000 lines of dialogue in Saints Row: The Third. Managing that many lines can be a daunting t...
Friday, March 04, 2011
Lecture by Adam Pletcher at GDC 2011 San Francisco, as part of the Technical Artist Bootcamp Databases have been around forever, but aren’...
Monday, February 28, 2011
Lecture by Eric Arnold at GDC 2011. With the rise of destruction and environmental interaction in games, the need to simulate stress is becoming mo...
Tuesday, April 06, 2010
Article by James Hague for Gamasutra. The design director of Volition/THQ’s expansive open world action title Red Faction: Guerrilla talks ab...
Tuesday, March 09, 2010
Lecture by David Bowring at GDC 2010. Engaging cooperative play in an open world is a growing challenge designers have to face. More games are allo...
Monday, August 03, 2009
Lecture by Scott Kircher and Alan Lawrence at SIGGRAPH 2009. This paper presents a three phase pipeline for real-time rendering that provides f...
Sunday, March 29, 2009
Lecture by Scott Phillips at GDC 2009. Examine the history of populating open worlds and a detailed description and post-mortem of the LIFE system ...
Monday, March 23, 2009
Lecture by Jeff Hanna and Eric Arnold at GDC 2009. This session presents an in-depth look at the tools and technologies used to make a truly destru...
Wednesday, March 19, 2008
Lecture by Adam Pletcher at GDC 2008. Technical Artists must constantly expand their skillsets to efficiently meet new challenges. Python is an int...
Saturday, March 01, 2008
Lecture by Brendan Hanna Holloway and Adam Pletcher at GDC 2008. The amount and variety of custom tools and pipelines is skyrocketing. How can a ga...
Monday, March 05, 2007
Lecture by Raymond Stewart at GDC 2007. High level shader development languages have drastically altered the role of the art department in defining...
Monday, March 05, 2007
Lecture by Jason Hayes and Kenny Thompson at GDC 2007. As games continue to evolve so does gameplay. With the incredible success of open world sand...
Monday, March 05, 2007
Lecture by Randall Turner at GDC 2007. Making optimal use of all available CPU resources on a next generation platform can be challenging. This tre...
Saturday, January 01, 2005
Master Class by Neil Hazzard (Autodesk) and Adam Pletcher at GDC 2005. This two hour master class is focused on best work practices when building a...
Monday, January 01, 2001
Lecture by Adam Pletcher at GDC 2001. A post-mortem style rundown of the various art-related challenges we faced on the Playstation 2 RPG title Sum...