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 GDC Mobile App, once live. 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.
Jo King-Yost (Production Engineer, Bungie)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Production & Team Management
Vault Recording: Video
Audience Level: All
Do you want to reduce randomization of your studio's content creators, tech artists, and engineers so they can focus on their actual jobs? What if there was a person they could go to with any random question about your studio's tools, game engine, and content setup? What if there was an entire team of people whose time was dedicated to unblocking your studio's game creators, regardless of discipline? And not just unblocking, but also seeking out the root of what's getting in their way?
At Bungie, these people are production engineers. They are a team committed to improving studio wide tools efficiency and workflow quality of life. Come learn about Bungie's production engineers and how your studio could benefit from the role!
Attendees will learn about Bungie's force-multiplying production engineering role. This session will cover a definition of the job, the history of how this role came about at Bungie, how they train and specialize, what the day-to-day looks like, and a little about what the team looks for when they hire.
The intended audience for this talk is primarily studio leadership, producers, and other individuals who make decisions about team design in their game studio. It will also be interesting to people who focus on content creator efficiency such as technical artists, technical designers, QA, and engineers.