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Koray Hagen (Senior Programmer, Sony Santa Monica Studio)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: Video
Audience Level: Intermediate
'God of War' is developed on a proprietary engine at Santa Monica Studio. During the course of development it became clear that a more rigorous and scalable technology solution was needed for designing, authoring, and transforming the vast amount of disparate data being introduced into the game and content pipeline. This lecture will focus on the design, implementation, and architecture decisions that were made in creating a data description system to satisfy the requirements for a game the size and scale of 'God of War.'
Attendees will thoroughly learn the technical architecture, design choices, and decision-making process that have guided the creation and future of this data description system. Considerations for offline requirements, run-time requirements, and scalability will also be discussed.
This lecture is intended for professional engine programmers, tools programmers, and technical artists who are contributing at any level to a game's content pipeline.