Geoff Evans (Principal Engineer, NVIDIA)
Location: Room 308, South Hall
Date: Wednesday, March 22
Time: 2:00 pm - 3:00 pm
Pass Type:
All Access Pass, Core Pass
Topic:
Programming
Format:
Roundtable
Vault Recording: Not Recorded
Audience Level: All
Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games. These roundtable sessions focus on discussing best practices, novel techniques, and technical trade-offs for building game development tools and services.
Wednesday: "Assets"—export/import, interchange, persistence, collaboration, search and organization, development models (branching and/or trunking), revision control, and outsourcing.
Thursday: "Pipeline"—processing assets through to the game in all its forms: build systems, caching, distribution, scalability, optimization, disc mastering and patching.
Friday: "Workflow"—GUI tools programming languages, design patterns, frameworks, usability, user interfaces, and telemetry.
Takeaway
Attendees will gain a better understanding of current techniques and trade-offs for building game development tools, plug-ins, pipelines, and services. They will share advice in selection between various techniques, languages, and frameworks, as well as handling increasingly complex teams, asset pipelines, and requirements.
Intended Audience
This is for engineers, technical artists, and technical producers.