GDC + VRDC 2019 Session Scheduler

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.

The Future of Scene Description on 'God of War'

Koray Hagen (Senior Programmer, Sony Santa Monica Studio)

Federico Bianco-Prevot (Senior Staff Programmer, Sony Santa Monica Studio)

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

'God of War' for the PlayStation 4 is developed on a proprietary engine at Santa Monica Studio. In order to support the future of massive game worlds that are signature to the series, Santa Monica Studio's core technology group has invested into developing a unified scene description format and pipeline technology stack designed specifically for AAA-scale, real-time games. With a focus on development scalability and productivity, this lecture will discuss in detail the software architecture, design, and implementation decisions that are being considered in developing this technology. This includes topics such as game data representation and serialization, dependency graph architecture, and content build system architecture.

Takeaway

Attendees will learn the software architecture and pragmatic programming techniques being used in creating a next-generation scene description format for the engine run-time and offline authoring of 'God of War'. Considerations for open-world game authoring, design, streaming, and scalability will be discussed along with its implications on artist and designer workflows.

Intended Audience

This lecture is intended for professional game engine programmers, tools programmers, and technical artists who are contributing to the design and/or implementation of a game's asset and content pipeline. A prerequisite working knowledge of C++ is recommended, as programming and software techniques will be shown and discussed.