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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, 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 with the 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.

Workflow Improvement Methods for Frostbite

Tanjulia Akter  (Software Engineer, Electronic Arts)

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Leadership, Programming

Format: Lecture

Vault Recording: TBD

Audience Level: All

To build world class games, you need world class tools. The suite of tools in the Frostbite engine are created to empower content creators, technical artists, and many others to perform at their best. Building these tools with user feedback loops that drive continuous workflow improvements is at the core of the user experience we strive to bring to Frostbite.

Tanjulia Akter, Software Engineer at Frostbite, Electronic Arts, presents some of the creative ways Frostbite teams have navigated balancing prioritization between developing large scope features and addressing small workflow improvement suggestions.

She also shares an incredibly impactful engineering solution that not only helped bridge empathy and communication gaps between the users and engineering teams at Frostbite but also helped address the cumbersome and time-consuming process of issue submission and tracking, driving a faster and better workflow improvement experience for Frostbite Editor (FrostEd) users.

Takeaway

Attendees will learn about the strategies taken to drive synergies between Frostbite teams and the engine’s content creator community and improve their experiences while driving workflow improvement features. They will also learn about the methods implemented to break down barriers that result from having teams and users globally and remotely.

Intended Audience

This is for any software engineer or project/product manager working on a game engine or other tools. It is an easy-to-digest session detailing some of the effective steps that can be taken to better empower both the engine developers and the engine users to be more in sync.