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