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
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
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
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
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
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
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