Publications
We regularly give talks at industry events, universities, and the like, detailing our approaches to game development as well as giving advice to people looking to break into the industry. For those who aren't able to attend these events, we make the slide presentations used available on this page.
Please note that downloads marked as Microsoft PowerPoint (
) require either Microsoft PowerPoint or the free Microsoft PowerPoint Viewer to be viewed, while files marked as PDF (
) require Adobe Reader, which is also a free download.
So You Want to be a Game Developer?
Paul Wedgwood (CEO/Game Director)
From Kingston University (Nov 2011) | Published 10 November 2011
Splash Damage's CEO and Game Director Paul Wedgwood shares advice for aspiring game developers looking to break into the industry. Includes portfolio tips, case studies, and a look at the future of the games industry.
Punching Above Your Weight: Small Art Teams, Big Games
Tim Appleby (Lead Character Artist) and Paul Greveson (Technical Artist)
From GDC 2011 | Published 3 August 2011
In this art-heavy presentation, Lead Character Artist Tim Appleby and Technical Artist Paul Greveson shed light on how Brink's extensive character and weapon customisation system was realised.
Inside Brink's AI
Jonas Nelson (AI Programmer)
From Game AI Paris 2011 | Published 21 September 2011
Go behind the scenes of Brink's artificial intelligence in this three-part talk by AI Programmer Jonas Nelson originally given at Game AI Paris 2011
Preferred Rendering with OpenGL
Mikkel Gjoel (Graphics Programmer)
From SIGGRAPH 2011 | Published 24 August 2011
Originally part of Siggraph 2011's OpenGL day, this presentation takes a look at Splash Damage's approach to OpenGL rendering, using the PC version of Brink as a case study.
Guns Have Wheels
Chris Sweetman (Audio Director)
From GDC 2009 | Published 26 March 2009
Our Audio Director Chris 'peaceful warrior' Sweetman shares his approach for designing great weapon audio. Chris examines techniques for preventing audio clutter and easy ways to communicate player and story progression via sound.
General
So You Want to be a Game Developer?Paul Wedgwood (CEO/Game Director)
From Kingston University (Nov 2011) | Published 10 November 2011
Splash Damage's CEO and Game Director Paul Wedgwood shares advice for aspiring game developers looking to break into the industry. Includes portfolio tips, case studies, and a look at the future of the games industry.
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Art and Animation
Punching Above Your Weight: Small Art Teams, Big GamesTim Appleby (Lead Character Artist) and Paul Greveson (Technical Artist)
From GDC 2011 | Published 3 August 2011
In this art-heavy presentation, Lead Character Artist Tim Appleby and Technical Artist Paul Greveson shed light on how Brink's extensive character and weapon customisation system was realised.
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Programming
Inside Brink's AIJonas Nelson (AI Programmer)
From Game AI Paris 2011 | Published 21 September 2011
Go behind the scenes of Brink's artificial intelligence in this three-part talk by AI Programmer Jonas Nelson originally given at Game AI Paris 2011
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Preferred Rendering with OpenGLMikkel Gjoel (Graphics Programmer)
From SIGGRAPH 2011 | Published 24 August 2011
Originally part of Siggraph 2011's OpenGL day, this presentation takes a look at Splash Damage's approach to OpenGL rendering, using the PC version of Brink as a case study.
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Sound and Music
Guns Have WheelsChris Sweetman (Audio Director)
From GDC 2009 | Published 26 March 2009
Our Audio Director Chris 'peaceful warrior' Sweetman shares his approach for designing great weapon audio. Chris examines techniques for preventing audio clutter and easy ways to communicate player and story progression via sound.
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