Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2010


View larger image
 


QTY:

The Asset pipeline for Just Cause 2: Lessons learned
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC10-10335
Statistics
Description
The Asset pipeline for Just Cause 2: Lessons learned
Speaker: Mathias Westerdahl (System Architect - Tools, Avalanche Studios)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 131, North Hall
Track: Programming
Secondary Track: Programming
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
This session presents an overview of the asset conditioning pipeline used in Just Cause 2. We describe the journey of analyzing our pipeline requirements and designing a system that would remove the key bottlenecks, provide a robust environment and increase throughput. We discuss the process of identifying key underlying systems that will allow streamlining of the pipeline. Among these systems are a platform- and language- independent data management layer, an asset dependency resolver and compiler scripting framework using Python. We also discuss a system for handling deployment of new compilers in a controlled way.

We discuss the process of rebuilding the existing compiler pipeline based on this new foundation. We reveal the immediate benefits in terms of turn-around time but also mention a number of other positive side-effects of the pipeline work, including maintainability, robustness, improved levels of feedback and the ability to monitor pipeline statistics. Attendees should leave with a picture both of the resulting pipeline and insight into the decision and design process throughout the development.

Intended Audience
This talk is aimed towards programmers that, in one way or another, come in contact with the content creation pipeline. A good understanding of the asset production workflow is recommended.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.