This might be really old but I don't remember this talk being free recently, and certainly not when we were researching Hedgehog engine games more in detail. I think the only resource in the Wiki was this page, so it can be filled with a lot more stuff now. He also uses the Debug mode a lot during the presentation to showcase the graphical features.
There's a lot of technical details on the process from rendering, introducing assets, packing, streaming, shading methods, etc. It doesn't reveal a whole lot more that could enable anything new given that we mostly figured this out already, but it does clear up on a lot of technical details we had a few doubts on.
Black Knight's Stage Geometry in Hedgehog Engine running on PC to showcase how much Global Illumination can help despite just being Wii geometry. (Don't remember seeing these) He clarifies these didn't mean the game was going to be ported, it was just an experiment to see the benefits of GI on low-detail geometry.




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