View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Nicholas Routhier (Design Technical Director, Ubisoft Montreal)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Design, Programming
Vault Recording: TBD
Audience Level: Intermediate
Given the complexity and sheer size of modern open-world games like 'Assassin's Creed Origins' (ACO), it is practically impossible to validate the integrity and functionality of world data on a timely basis using traditional methods. This problem is compounded by the interdependencies between all the various types of world data (AI, art, design), both hand-placed and procedurally-generated. In this presentation, Ubisoft's Nicholas Routhier will describe how the ACO team successfully tackled this production challenge by using a system of daily automated tests and reports to monitor, validate and visually communicate the state of world game data to the world creation team. He will give concrete examples of how this pipeline helped the ACO team efficiently highlight errors and track regressions, and freed content creators to focus on crafting a stunning Egyptian experience.
Daily automated testing of world design data is a game changer. Attendees will learn how it helps world builders in their daily tasks, allows for more iteration time, provides data for evidence based decision making and makes for a much smoother debug phase.
The target audience are the various members of world creation teams (level designers, game designers, world artists, and their managers), especially those working on massive open-world games or games that have a huge amount of world design data.