Victor Stepanov

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Gdc Visual-arts Interchange Computer-graphics Scene-description Usd Dcc

Notes for 'What is USD: A Primer' SIGGRAPH 2019

TLDW Summary: This talk is an intro to the key concepts and terminology of Universal Scene Description. The presentation shows examples of how USD is integrated into SideFX products. Key Terms Universal Scene

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Gdc Procedural Visual-arts Level-art Level-design

Notes for "Procedural World Generation of 'Far Cry 5'" GDC2018

TLDW Summary: This talk is about how FC5 developers created a pipeline for generating a realistic game world using procedural recipes. The talk contains a high-level overview of the pipeline with two deep

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Gdc Data Ddl Edit Web

Notes for "Tools for 'Marvel's Spider-Man' Editing with Immutable Data" GDC2019

TLDW Summary: This talk is a tour of the technologies that Insomniac Games developed to transition from their web based tools to their new desktop tools. Highlighting what challenges they encountered when replacing

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Gdc Data Determinism Ddl

Notes for "The Future of Scene Description on 'God of War'" GDC2019

TLDW Summary: This talk sheds light on the decisions that were made by the Santa Monica Studio’s engine team while tackling the problems of time and complexity in transforming source data into game-ready

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Gdc Roles Support Production

Notes for "Bungie's Force Multipliers - Production Engineers" GDC2019

TLDW Summary: How Bungie organized a dedicated task force of engineers to stay on top of production challenges, blocking issues and shielding Tech-Artists and Engineers from random support requests. Keywords Support Tools Role

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Gdc Version_control Game_data_merging

Notes for "Pipeline Support for Feature Branches in 'Destiny'" GDC2019

TLDW Summary: How Bungie created an ecosystem of tools and workflows to allow small teams to quickly iterate on changes without worrying about breaking and blocking other teams. Keywords Game Data Merging Version

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Toolsmiths GDC 2019 Guide

There are around 760+ sessions/tutorials/events at GDC 2019, finding the sessions that a tools developer would be interested in takes time. Below you will find a list of sessions that can become the base for your tools developer GDC 2019 experience, whether you plan on attending or you will be viewing post-factum.

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Game_tools_dev

The origin of the path

After finishing the work on the first draft of the Tools Engineer Learning Path, I decided to write a short story behind the learning path and the thought process I went through when

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Game_tools_dev Roles

Roles in Game Tools Development

Today in Game Development there are several roles that take part in creating new Game Tools and developing the existing ones. Depending on the number of people in a Game Development team multiple

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Gdc Tools_tutorial_day Data

Notes for "A Tale of Three Data Schemas"

GDC 2018, Tools Tutorial Day, Ludovic Chabant, Senior Software Engineer @ Electronic Arts Vancouver shared the know-how of the Frostbite engine team when it comes to designing the game’s data. These are my

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The efficiency ratio for game tools improvements

Last Update on July 22nd, 2018 Game Tools as an investment Having a Game Tools Development Team (GTDT) is an investment and when you are investing you want to get as much Return

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The Toolsmiths Codex Launch

It’s not always easy to find information regarding Game Tools Development on the Internet. There isn't just one place where you can go and find information regarding a particular topic. With the insight and knowledge of The Toolsmiths Community, with developers from around the world, we have made an excellent online resource for Game Tools Developers, and it is called The Toolsmiths Codex.

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Toolsmiths GDC 2018 Guide

There are around 650+ sessions at this year's GDC, and it isn't easy to find sessions that you as a tools developer might enjoy. I have tried to find and collect most of the talks that a tools developer would be interested in attending or watching after the fact.

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