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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Modernizing Rendering at Supercell

Timo Heinäpurola  (Rendering Guy, Supercell)

Location: Room 2002, West Hall

Date: Wednesday, March 22

Time: 9:00 am - 10:00 am

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Lecture

Vault Recording: Video

Audience Level: All

This presentation will give attendees a view into the process of implementing a new core rendering framework at Supercell, and walk them through the steps of modifying their existing billion-dollar games, such as Clash of Clans, to use the new system.

The project was successfully completed with limited resources over two and a half years, with minimal disruption to the existing player base—and it was motivated both by the need to support the Metal graphics API, but also to prepare for the next decade of game development at Supercell.

Attendees will hear about the motivations behind the project as well as the actual process of implementing the new system. The presentation will also explain how the culture of independence and trust at Supercell enabled the efficient execution of the project.

Takeaway

Attendees will learn how Supercell modernized their rendering stack by implementing a new graphics API abstraction layer and modified all their existing games to use it, all with minimal disruption to the player base. Hear how the company culture enabled this to be done with minimal resources.

Intended Audience

This is for anyone with a technical background and an interest in real-time rendering. It will also be interesting for people who are looking for ways in which to keep a technology stack evolving long after a game's initial release.