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Forza Motorsport 4 Production Pipeline Architecture
Price $3.95
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SKU GDC12-3476
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Description
Forza Motorsport 4 Production Pipeline Architecture

Speaker/s: Daniel Caruso (Turn 10 Studios, Microsoft)
Day / Time / Location: Wednesday 2:00- 3:00 Room 2016, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: The task of transforming large data sets modified by hundreds of people working in geographically diverse teams 24 hours a day seven days a week into a compact and efficient game is one of the most complex problems games studios have ever faced. Turn 10 Studio's production pipeline and tools infrastructure delivers on a wide range of features required for large scale AAA title development. We support the production efforts of over 400 developers, designers, artists and producers scattered across 3 countries working with hundreds of gigabytes of data.

In this session we will take a look at the software and hardware architecture of the Forza Motorsport 4 production pipeline and describe the key processes, technologies and techniques used to bring everything together while striving to strike a balance between fast iteration, game stability, and long running, compute intense, pre-processing. Details will be given of tool chains, build systems, optimization and scalability, with an emphasis on the importance of solid engineering approaches and the fundamental need for distributed solutions to keep up with the demands of producing massively complex content.
Takeaway: Attendees will learn about large scale production pipeline architectures as well as specific techniques for constructing high performance, high availability content and code production pipelines for their games.
Intended Audience: Tools and engine programmers, producers, technical artists and testers who are concerned with code and content build systems.

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