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Shotgun Case Studies: EA, Crystal Dynamics, and Ubisoft (Presented by Autodesk)

Sponsor Speakers:

Tony Stanley (Art/Animation Director, Electronic Arts)

Lois Wang (Art Outsourcing Producer, Crystal Dynamics)

Kimberly Weigend (Associate Producer, Ubisoft)

Location: Room 2024, West Hall

Date: Tuesday, March 20

Time: 2:40pm - 3:40pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!

Topic: Production & Team Management

Format: Sponsored Dev Day

Vault Recording: Not Recorded

Audience Level: Intermediate

Keeping track of assets, project status, and task priority are a huge challenge in games. Shotgun is a review and production tracking toolset well known for helping creative teams deliver blockbuster films, epic TV shows, and AAA games at some of the world’s biggest studios. In this session we will hear from three different studios: EA, Crystal Dynamics, and Ubisoft. Presenters will share the most critical challenges their teams face, their approach to integrating Shotgun, and what the pipeline looks like now.

Takeaway

Game developers involved in any aspect of managing game production will learn three unique implementations of Shotgun and how it solved different kinds of problems for each studio, and how the learning can be applied in other cases at other studios.

Intended Audience

Producers, supervisors, production managers, art outsource managers, and anybody that needs to know if a project is on track or not.