View, browse and sort the ever-growing list of GDC sessions by time, pass type, track, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our GDC Mobile App. Your login credentials are the same as your registration login. You can download the app on iTunes or Google Play.
Vesa Paakkanen (Senior Tools Programmer, Remedy Entertainment)
Location: Room 3007, West Hall
Date: Monday, March 19
Time: 3:50pm - 4:20pm
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Tutorials: Tools Tutorial Day
Vault Recording: Video
Game development is getting increasingly complex every year, and it has become more important than ever to improve iteration times. To this end, it is crucial to invest in producing better tools for content creators that focus on accomplishing their goals. In this talk the speaker, Vesa Paakkanen, will share how the tools team at Remedy Entertainment shifted the tools design process from implementing separate components for individual problems to focusing on complete workflows and context-sensitivity. He will share how the team designed the tools framework to accommodate this design and how it both improved the user experience; and significantly improved the reusability of the underlying code, allowing new workflows to be rolled out faster than before.
Attendees will gain an understanding about how to begin designing and implementing tools from the perspective of workflows instead of building individual components. They will also learn about high-level architecture for building context-sensitive and extendable tools, while avoiding traditional problems of loose coupling.
Tools and engine engineers of all levels, technical artists and producers.