Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Maximize Your Production Effort-english.pptx
Maximize Your Production Effort-chinese.pptx
SCons is a software construction tool (similar to “Make”) that we use at Slant Six to drive our data build pipeline. Here is an introduction to it.
This presentation from MIGS 2008 explains how we use SCons to build game data from source assets.
ConfrontationPipelineandSConsMIGS2008.pdf
Presentation from GDC 2009 that describes some of the audio technology and process that we shipped in SOCOM: Confrontation
Confrontation Audio GDC 2009.pdf
An example of moving C++ code to PS3 SPUs
An overview of different techniques that can be used for spatially portioning your world geometry, in association with collision detection
Collision Detection An Overview.pdf
An overview of a typical graphics pipeline for current GPU hardware
ModernGraphicsPipelineOverview.pdf
PowerPC Optimization Tips
An Event System for Server-less Networking
This presentation from DIG 2010 outlines the Slant Six methodologies for efficient Content Creation Tools and Data Pipelines.
Supersize Your Production Pipe DIG 2010.pdf
Please use the links to the right to access Slant Six technical documents and presentations.