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Ludovic Chabant (Senior Software Engineer, Electronic Arts)
Location: Room 3007, West Hall
Date: Monday, March 19
Time: 10:00am - 11:00am
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Tutorials: Tools Tutorial Day
Vault Recording: Video
For every logical piece of data there are three different schema versions: the version that the runtime consumes, the version that goes on disk, and the version that lives in the content creators' eyes. Some affect performance, while some affect workflows. And while they all play an important role in making a game, one is the most important of all. This session will look at some anecdotes from the making of various EA games running on the Frostbite Engine, and how designing data schemas correctly (and fixing mistakes along the way) helped solve problems during production.
At the end of this session the audience will hopefully have a better understanding of what's possible in terms of designing their game's data, and what that means for the runtime, the tools, and the content creators.