Perforce Software
In Development
Technical directors, pipeline specialists, and digital creators across games, media, and realtime visualization share how they actually solve production challenges. Host Jase Lindgren goes beyond marketing hype to deliver authentic conversations about the tools, workflows, and technical approaches that power today's most ambitious digital projects. Whether you're managing complex asset pipelines or optimizing collaboration systems, each episode delivers practical insights from industry veterans who understand the real technical hurdles you face. Join us for the production conversations you won...
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Perforce Software
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Neueste Folge
24. Jun 2026
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Trading Render Farms for Real-Time at M2 Animation 24.06.2026 51:44
At M2 Animation, scaling cinematic production meant rethinking everything—from rendering pipelines to how directors interact with scenes. Benjamin Foo, CG Supervisor at M2, walks through the studio’s transition from a traditional Maya/Redshift workflow to a real-time, Unreal Engine-based pipeline. What started as a necessity—limited compute power and rising production demands—quickly became a crea...
Everything Is Connected: Warhorse Studios’ Quest System for Kingdom Come: Deliverance II 14.05.2026 1:01:23
In Kingdom Come: Deliverance II , quests aren’t isolated scripts—they’re a tightly connected web of story, state, dialogue, and world logic. Making that work at the scale of a 250‑person, six‑year production required tooling designed specifically for narrative complexity. Warhorse Studios Lead DevOps Programmer, Petr Nohejl breaks down Scout , Warhorse’s proprietary quest system . Originally built...
The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year) 09.04.2026 53:24
Recorded live at GDC 2026, Jase sat down with Tom Guillermin , Co‑Founder and CTO of Sandfall Interactive , to unpack how Clair Obscur: Expedition 33 grew from a bedroom prototype into an award‑winning global hit. Tom shares the technical and creative decisions that helped a 30‑person team move fast without breaking things. In this episode: Why Sandfall Interactive chose Perforce P4 + Unreal over...
Virtuos on Co-Dev, Custom Tools, and Staying Ahead of Performance Problems 25.03.2026 46:43
Join us as Marios Michaelides, Engineering Director at Virtuos, reveals how co-developers are solving one of gaming's toughest challenges: performance optimization at scale. Whether you're shipping your first title or managing multiple AAA projects, Marios delivers actionable strategies for: Catching performance regressions before they spiral out of control Building automated asset validation pipe...
In Development: Season 1 Trailer 23.02.2026 1:45
In Development brings you inside the technical realities of creating today's most ambitious digital experiences. Host Jase Lindgren delivers conversations with the problem-solvers who build, maintain, and optimize the tools, pipelines, and workflows powering games, media production, and realtime visualization. Each episode features in-depth discussions with technical directors, pipeline specialist...
Sharkmob's Journey to 10,000 Builds a Week: Infrastructure Scaling with Stephen Rodriguez 12.02.2026 48:24
Join us as Stephen Rodriguez, former Studio Infrastructure Engineer at Sharkmob, dives into the challenges of building a scalable and maintainable game technology foundation as the team grew. Whether you're starting a new studio or expanding your current operations, Stephen delivers actionable strategies for: Creating cost-effective infrastructure Leveraging valuable industry partnerships Establis...
Inside Star Trek: Discovery's LED Volumes With PIXOMONDO 20.01.2026 49:19
Join Matthew Swanton, Virtual Production Unreal Engine Supervisor at PXO Clara, as he shares his journey from modding Grand Theft Auto as a teenager to operating LED stages for Star Trek: Discovery. Discover the technical challenges of achieving in-camera final pixels, the pipeline innovations that enable global collaboration, and the surprising lessons learned from managing version control on mul...
Crafting Immersive Audio in Cyberpunk 2077 and Next-Gen Open Worlds with Colin Walder, Engineering Director, CD PROJEKT RED 04.12.2025 53:52
In this episode, Colin Walder, Engineering Director at CD PROJEKT RED, joins Jase Lindgren to delve into the intricate role of creating an immersive sound world for Cyberpunk 2077. Colin and Jase dive into the technical and creative challenges of building immersive audio experiences in AAA games, including: The evolving and complex toolsets and technologies used to design and integrate...
Fail Fast, Fix Faster: Pipeline Wisdom from Halo Infinite to Virtual Production 13.11.2025 47:29
From working on Halo Infinite and Age of Empires II to leading real-time research at Oscar-winning VFX studio DNEG, then founding Shiftstorm Entertainment and serving as Director of Engineering at ICVR, Luis Placid spans many creative industries. Luis joins Jase Lindgren to unpack the evolution of creative pipelines, the convergence of gaming and media pipelines, challenges re-educating artists on...
From Maya to Unreal: The Story Behind Nickelodeon's Max & the Midknights with Sica von Medicus, CG Supervisor, Nickelodeon 30.10.2025 53:46
In this episode, Sica von Medicus, CG Supervisor on Max & the Midknights at Nickelodeon, takes us behind the scenes of one of animation's most ambitious pipeline transformations. Sica and Jase explore the messy reality of innovation, including: The leap of faith that led a traditional TV animation team to bet everything on Unreal Engine, despite having little experience with real-time renderin...
Ready or Not, Here Comes CI/CD: Build Systems for an Indie Sensation 15.10.2025 1:04:47
In this episode, Stephen Post, Technical Director at VOID Interactive, joins Jase for a deep dive into the technical evolution of Ready or Not, the acclaimed tactical shooter game. Stephen discusses the complexities of expanding their fully remote, globally distributed studio—from a small team of 9 to more than 75—covering key challenges such as: The process of expanding their technology stack and...
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