Vladimir Katchadourian (Data Scientist, Ubisoft)
Vincent Leclercq (Lead Programmer, Ubisoft)
Location: Room 215, South Hall
Date: Wednesday, March 22
Time: 2:00 pm - 3:00 pm
Pass Type:
All Access Pass, Core Pass
Topic:
Production & Team Leadership, Programming
Format:
Lecture
Vault Recording: Video
Audience Level: All
As games grow in complexity and size, the systems they rely on become increasingly difficult to master—and so does their technical optimization. Often handled by experts at the end of a production, the analysis and prioritization of such optimization tasks is a long and tedious job.
To overcome this problem, we developed an automated solution leveraging big data platform. We collect, store, transform, aggregate and make profiling data available to developers through standard analytical dashboards and queryable databases. We also engineered machine learning models to prioritize which system would be the best to optimize.
We were able to reduce the time spent on analysis and prioritization from hours to minutes. Moreover, profiling questions are now more accessible thus it empowers all developers on their system's performance, making profiling concerns not only an expert field.
Takeaway
Attendees will see the benefits of applying big data solutions to technical performance issues on ever bigger and complex games. Also, this set of new technology opens new methods of working on performance optimization such as transforming the analysis and prioritization of issues from hours to minutes and with more accuracy and less bias.
Intended Audience
This is for anyone with an interest in performance optimization. We expect Technical leads, Technical directors and programmers to get the most out of it. Having a good grasp on performance issues in open worlds will help understand our motivation to rely on Big Data and Machine Learning solutions.