The Toolsmiths2024-02-26T05:55:20+00:00http://TheToolsmiths.github.ioThe ToolsmithsfalseToolsmiths GDC 2024 Guide2024-02-24T00:00:00+00:00http://TheToolsmiths.github.io/2024/02/24/gdc-2024-toolsmiths-guide<p>At GDC 2024, you’re diving into an expansive sea of over 650 sessions, tutorials, and events. With 350 of these containing the word “tool” or similar terms, finding those that align with your expertise and needs might seem overwhelming.</p>
<p>Here, I have distilled and organized a list of sessions tailored for Game Tools developers.</p>
<p>This guide is your compass through GDC 2024’s vast offerings. Whether you’re going in person or watching these sessions via the GDC Vault, the curated selection is designed to optimize your experience at GDC 2024, ensuring you engage with the most relevant content for you.</p>
<p><code class="language-plaintext highlighter-rouge">Note</code>: <strong>Several presentations highlighted may not focus exclusively on tools, yet they offer valuable insights and fresh perspectives. Grasping the nuances of how our tools’ users operate is crucial for our tools’ effectiveness and success.</strong></p>
<p><code class="language-plaintext highlighter-rouge">If you don't have a lot of time</code> or just want Game Dev Tool-centered sessions - don’t miss the <code class="language-plaintext highlighter-rouge">Tools Roundtables</code>, and <code class="language-plaintext highlighter-rouge">Tools Design Roundtables</code>.
These sessions are organized by <a href="https://mastodon.gamedev.place/@gorlak">Geoff Evans</a>, <a href="https://twitter.com/davidlightbown">David Lightbown</a>, and <a href="https://twitter.com/RYStorm">Robin-Yann Storm</a> to bring you the best Tool Centered Talks and Discussions from experts around the industry.</p>
<p>Sessions marked with Toolsmiths icon - <img src="https://thetoolsmiths.org/favicon.ico" /> point to sessions that you should consider going to because you are 100% guaranteed to find insight as a Tools Developer.</p>
<h4 id="keywords--key-roles">Keywords & Key Roles</h4>
<p>I have tried to make navigating this list easier by providing helper labels that will hint what Tool Developer roles might be interested in this session.
Just use the find feature of your web browser and type one of the following key terms.</p>
<p>Here is the list of roles that you can use to search:</p>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> ML Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<h5 id="glossary-of-key-roles"><strong>Glossary of Key Roles</strong></h5>
<p><strong>DCC Tool Dev</strong> - a software engineer that is focused on digital content creation tools that artists, designers, and other devs use.<br />
<strong>Tool UX/UI Designer</strong> - a UX designer, User Researcher that is specializing in Game Development tools and workflows <br />
<strong>Tools QA</strong> - a quality assurance specialist who concentrates on testing the features of development tools, responsible for identifying, reproducing, and refining bug reports from users to ensure the reliability and functionality of these tools.<br />
<strong>Pipeline Dev</strong> - a software engineer that optimizes and maintains the software and systems facilitating efficient data transformation between different content creation tools and the game,<br />
<strong>ML Dev</strong> - a software developer specialized in designing and developing applications powered by machine learning technologies.<br />
<strong>Build Dev</strong> - a software engineer with expertise in managing CI/CD processes, ensuring game reliability/quality at scale, handling game packaging, and overseeing various DevOps processes along with the infrastructure that supports these systems.<br />
<strong>Dev Support/Integration Engineer</strong> - a engineer/technician that is dedicated to enhancing studio-wide tool efficiency and workflow quality, acting as a central resource for addressing any questions or issues related to tools, game engines, and content setup, with the goal of unblocking and optimizing the work of content creators, tech artists, and engineers (a.k.a. Production Engineer).<br />
<strong>Tool Lead</strong> - a software engineer responsible for overseeing the development and integration of tools and pipelines that streamline game production, ensuring teams have efficient workflows and robust systems to support all aspects of game development.<br /></p>
<p>Furthermore, you can search the list by using the following keywords:</p>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> VFX</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Production</li>
</ul>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> AI</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Machine Learning</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<h4 id="how-to-use-this-list">How to use this list</h4>
<ul>
<li>If you are going to GDC, you can follow the links in the list below to create a schedule for yourself. Alternatively, if you already have a plan, you can check and make sure you don’t miss out on anything you would enjoy.</li>
<li>If you are not going, you can still look forward to watching sessions that you want to see in the GDC Vault.</li>
</ul>
<p>I’m sure that you can find a session that will inspire you to make something great!</p>
<p><br /></p>
<h1 id="table-of-contents">Table of Contents</h1>
<ul>
<li><a href="#tools-summit">Tools Summit</a></li>
<li><a href="#tools-roundtables">Tools Roundtables</a></li>
<li><a href="#technical-art-roundtables">Technical Art Roundtables</a></li>
<li><a href="#automated-testing-roundtables">Automated Testing Roundtables</a></li>
<li><a href="#universal-scene-description-roundtable">Universal Scene Description Roundtable</a></li>
<li><a href="#open-source-roundtable">Open Source Roundtable</a></li>
<li><a href="#ux">UX</a></li>
<li><a href="#programming">Programming</a></li>
<li><a href="#pipeline">Pipeline</a></li>
<li><a href="#version-control-files">Version Control & Files</a></li>
<li><a href="#build">Build</a></li>
<li><a href="#aiml-in-testing">AI/ML in Testing</a></li>
<li><a href="#automation-automated-testing-and-qa">Automation, Automated Testing, and QA</a></li>
<li><a href="#technical-art">Technical Art</a></li>
<li><a href="#machine-learning">Machine Learning</a></li>
<li><a href="#procedural">Procedural</a></li>
<li><a href="#ai-enhanced-content-authoring">AI-enhanced content authoring</a></li>
<li><a href="#ai">AI</a></li>
<li><a href="#audio">Audio</a></li>
<li><a href="#visual-arts">Visual Arts</a></li>
<li><a href="#independent-games">Independent Games</a></li>
<li><a href="#other-roundtables">Other Roundtables</a></li>
<li><a href="#commercial-game-engines">Commercial Game Engines</a></li>
<li><a href="#design">Design</a></li>
<li><a href="#production-leadership">Production & Leadership</a></li>
<li><a href="#sponsored-sessions">Sponsored Sessions</a></li>
</ul>
<hr />
<hr />
<h2 id="tools-summit">Tools Summit</h2>
<h4 id="unfortuantly-there-is-no-tools-summit-this-year-">Unfortuantly there is no Tools Summit this year. 😿</h4>
<h4 id="it-will-return-strong-next-year-">It will return strong next year! 💪</h4>
<hr />
<h2 id="tools-roundtables">Tools Roundtables</h2>
<h4 id="-tools-design-roundtable-day-1-design-&-ux"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-1-design-ux/898307">Tools Design Roundtable Day 1: Design & UX</a>
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For Day 1: <br /> This Tool Design roundtable is about the UX of in-house and external toolsets. Come and meet, discuss, and find out what everyone has been doing with Tool Design in the last year. <br /> Examples of topics discussed in previous years are: <br /> 1. What user experience techniques have you seen best fit for your toolsets? <br /> 2. Is classical UX applicable in tools, or is it very different? <br /> 3. What differences, if any, have tool service companies seen with their tool designs? <br /> This years' questions may be different, or similar! Feel free to join, and ask.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-tools-roundtable-day-1-engineering"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-1-engineering/899982">Tools Roundtable Day 1: Engineering</a>
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These roundtable sessions focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games. <br /> <br /> Wednesday: 'Engineering', focuses on tools programming, testing, deployment, frameworks, scripting, automation, extensibility, and telemetry. <br /> <br /> Thursday: 'Assets' focuses on export/import, interchange, persistence, collaboration, search and organization, development models (branching and/or trunking), revision control, and outsourcing. <br /> <br /> Friday: 'Build' focuses on processing assets through to the game in all its forms: build systems, caching, distribution, scalability, optimization, disc mastering and patching.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-design-roundtable-day-2-production-&-strategy"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-2-production-strategy/903346">Tools Design Roundtable Day 2: Production & Strategy</a>
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For Day 2: <br /> This Tool Design roundtable is about the UX of in-house and external toolsets. Come and meet, discuss, and find out what everyone has been doing with Tool Design in the last year. <br /> Examples of topics discussed in previous years are: <br /> 1. What communication channels do you use to inform users about new tool features? E-mail? Meetings? Videos? Gifs? <br /> 2. What is a ticketing request pipeline that works really well for you? <br /> 3. In what size team did your tool request/ticket pipeline work best? <br /> This years' questions may be different, or similar! Feel free to join, and ask.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-tools-roundtable-day-2-assets"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-2-assets/903302">Tools Roundtable Day 2: Assets</a>
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These roundtable sessions focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games. <br /> <br /> 'Assets' focuses on export/import, interchange, persistence, collaboration, search and organization, development models (branching and/or trunking), revision control, and outsourcing.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-roundtable-day-3-build"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-3-build/903303">Tools Roundtable Day 3: Build</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
These roundtable sessions focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games. <br /> <br /> 'Build' focuses on processing assets through to the game in all its forms: build systems, caching, distribution, scalability, optimization, disc mastering and patching.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-design-roundtable-day-3-user-research"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-3-user-research/903347">Tools Design Roundtable Day 3: User Research</a>
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<p class="tooltip__content">
For Day 3: <br /> This Tool Design roundtable is about the UX of in-house and external tool sets. Come and meet, discuss, and find out what everyone has been doing with Tool Design in the last year. <br /> Examples of topics are: <br /> 1. What user research methods do you use? <br /> 2. Do you have a dedicated user researcher on your team? <br /> 3. What surprises has your research uncovered in the last year? <br /> This years' questions may be different, or similar! Feel free to join, and ask.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="technical-art-roundtables">Technical Art Roundtables</h2>
<h4 id="-technical-artist-roundtable-day-1"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-1/900063">Technical Artist Roundtable Day 1</a>
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The role of a technical artists has grown from a clean-up artist and data wrangler to someone who is in charge of complex content creation pipelines and asset tracking systems. Increasingly, the lines between programmer and artist are blurring for technical artists. Tool creation, scripting, shader creation, working with both programmers and artists, and managing workflow are all skills required of a modern technical artist. This roundtable will bring together technical artists from across the industry to share their knowledge, experiences, and tips for being the best at their jobs.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-technical-artist-roundtable-day-2"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-2/903342">Technical Artist Roundtable Day 2</a>
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The role of a technical artists has grown from a clean-up artist and data wrangler to someone who is in charge of complex content creation pipelines and asset tracking systems. Increasingly, the lines between programmer and artist are blurring for technical artists. Tool creation, scripting, shader creation, working with both programmers and artists, and managing workflow are all skills required of a modern technical artist. This roundtable brings together technical artists from across the industry to share their knowledge, experiences, and tips for being the best at their jobs.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-technical-artist-roundtable-day-3"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-3/903343">Technical Artist Roundtable Day 3</a>
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The role of a technical artists has grown from a clean-up artist and data wrangler to someone who is in charge of complex content creation pipelines and asset tracking systems. Increasingly, the lines between programmer and artist are blurring for technical artists. Tool creation, scripting, shader creation, working with both programmers and artists, and managing workflow are all skills required of a modern technical artist. This roundtable brings together technical artists from across the industry to share their knowledge, experiences, and tips for being the best at their jobs.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<hr />
<h2 id="automated-testing-roundtables">Automated Testing Roundtables</h2>
<h4 id="-automated-testing-roundtable-day-1-process"> <a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-1-process/898690">Automated Testing Roundtable Day 1: Process</a>
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Process <br /> Automated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. <br /> <br /> On Day 1 we prefer to discuss the people that write the tests and the workflows used to reinforce them. How does the process work in your studio? Are the engineers responsible for automated tests, or QA? Are QA silo'd or integrated? What could be better? What doesn't work? <br /> <br /> These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com (https://protect-us.mimecast.com/s/lW7GCn5YzpclwQoRYu9OGtV?domain=autotestingroundtable.com) for more details and to join our discord!
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">QA</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-automated-testing-roundtable-day-2-legacy"> <a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-2-legacy/903281">Automated Testing Roundtable Day 2: Legacy</a>
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Legacy <br /> Automated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. <br /> <br /> On Day 2 we prefer to talk about introducing automated testing to an organization. Do you have a culture or a codebase that doesn't currently embrace automated testing? Are you having trouble getting people on-board, or maybe it was very easy and you can share why? Grand failures are just as interesting as successes! <br /> <br /> These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com (https://protect-us.mimecast.com/s/lW7GCn5YzpclwQoRYu9OGtV?domain=autotestingroundtable.com) for more details and to join our discord!
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-automated-testing-roundtable-day-3-implementation"> <a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-3-implementation/903282">Automated Testing Roundtable Day 3: Implementation</a>
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Implementation <br /> Automated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. <br /> <br /> On Day 3 we prefer to discuss the many faces of automation, from locally-run functional and unit tests, to server-driven continuous integration, and even external device farms. How do you do automated testing in your team? What works well for you? More interestingly, what didn't work and why? <br /> <br /> These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com (https://protect-us.mimecast.com/s/lW7GCn5YzpclwQoRYu9OGtV?domain=autotestingroundtable.com) for more details and to join our discord!
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<hr />
<h2 id="universal-scene-description-roundtable">Universal Scene Description Roundtable</h2>
<h4 id="-the-universal-scene-description-usd-roundtable"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/the-universal-scene-description-usd-roundtable/898310">The Universal Scene Description (USD) Roundtable</a>
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USD stands for 'Universal Scene Description', and it is a 3D file format Pixar created over a span of many years and movies, and was released open source to the public in 2016. Although technically it is more of an API than a file format, which is an ongoing discussion into the terminology and use of USD. <br /> <br /> In this session, attendees can gather to talk about USD. Come and meet, discuss, and find out what everyone has been doing with USD. <br /> <br /> Questions can be submitted during the roundtable. For example, these may include topics such as: <br /> 1. What are issues you have bumped into when implementing USD into your pipeline? <br /> 2. What would be required for USD to be more widely adopted? <br /> 3. How can studios, and vendors, best share Schemas? <br /> <br /> Questions can be oriented towards technical issues, design, and artistic workflows.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<hr />
<h2 id="open-source-roundtable">Open Source Roundtable</h2>
<h4 id="-open-source-game-development-rountable-presented-by-the-igda"> <a href="https://schedule.gdconf.com/session/open-source-game-development-rountable-presented-by-the-igda/903267">Open Source Game Development Rountable (Presented by the IGDA)</a>
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In 2023, there have been 'disruptions in The Force' around aggressive re-licensing in both the tabletop and digital realms from Hasbro and Unity, with both back-pedaling substantially on those efforts after user reaction to the changes. Hasbro ended up re licensing some aspects of their IP under Creative Commons and Unity brought in former Red Hat CEO and Open Organization author Jim Whitehurst as an interim CEO. In the meantime Godot, The Open 3D Engine and Blender have all seen growth in interest around their tools in part due to this turmoil. During this round table, the floor is opened for discussion around ways to better communicate, and ideally increase, the role of Open Technologies and practices within the Industry.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Advocacy</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<hr />
<h2 id="ux">UX</h2>
<h4 id="-improving-your-tool-ux-design-by-removing-the-faults-of-'sensible-defaults'"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/improving-your-tool-ux-design-by-removing-the-faults-of-sensible-defaults/899901">Improving Your Tool UX Design by Removing the Faults of 'Sensible Defaults'</a>
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When we make game development tools it is very easy to pick what we think is a 'sensible default', and have all users deal with it. We think those defaults makes sense, and work for most users. However, even a cursory look at DCCs such as Unity, Unreal, 3dsMax, Maya, and Blender shows us that this is wrong. Unity, Max, and Maya have the hierarchy on the left side of the screen, while Unreal and Blender have the hierarchy on the right side of the screen. The same differences can be found between all of them when it comes to toolbars, the 3D view, the property panel, and the asset browser. There is no 'sensible default' for any of those panels in the UI, yet we often hear they 'should' be on the left or 'should' be on the right. <br /> <br /> What do we have to unlearn, to improve the UX of our tools?
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="programming">Programming</h2>
<p><br /></p>
<h4 id="-uipainter-tile-based-ui-rendering-in-one-draw-call"> <a href="https://schedule.gdconf.com/session/uipainter-tile-based-ui-rendering-in-one-draw-call/901128">UIPainter: Tile-Based UI Rendering in One Draw Call</a>
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Every game editor needs a user interface. It is how we allow developers to create content for the game in a visual way. A good UI renderer has clear-cut constraints, like drawing nicely anti-aliased primitives, yet programmers have vastly different approaches to rendering game editor UI. <br /> <br /> In this session, Wessel Mast, Tools Programmer at Guerrilla, will tell you about how Guerrilla's editor 'Decima' renders UI: how it uses a tile-based renderer, commonly used in light culling, SSAO, depth of field and more, for drawing complex UI in an efficient manner and how it manages to draw thousands of primitives like rectangles, lines and curves in a single draw call using signed distance fields.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-upgrading-the-snowdrop-engine-for-the-massive-world-of-'avatar-frontiers-of-pandora'"> <a href="https://schedule.gdconf.com/session/upgrading-the-snowdrop-engine-for-the-massive-world-of-avatar-frontiers-of-pandora/900156">Upgrading the Snowdrop Engine for the Massive World of 'Avatar: Frontiers of Pandora'</a>
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Avatar: Frontiers of Pandora is Massive Entertainment's largest and most complex world to date. This session describes the changes made to the Snowdrop engine to support a huge world densely filled with procedurally generated objects, as well as the optimizations necessary to support online co-op server hosting and local servers for offline play.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-where-story-and-tech-meet-'cyberpunk's'-quest-editor-in-action"> <a href="https://schedule.gdconf.com/session/where-story-and-tech-meet-cyberpunks-quest-editor-in-action/898814">Where Story and Tech Meet: 'Cyberpunk's' Quest Editor in Action</a>
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Learn about the narrative systems of REDengine 4, the engine used to create Cyberpunk 2077. This session will showcase changes and improvements made to the engine based on previous systems, and how the simple wish to create everything a designer can dream of influenced the tools design for the narrative department. The presentation will illustrate the advantages and disadvantages of complex visual scripting tools based on different engine and tool iterations, and provide tips and guidance when creating your own narrative engine setup for your games.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-nanite-gpu-driven-materials"> <a href="https://schedule.gdconf.com/session/nanite-gpu-driven-materials/899486">Nanite GPU Driven Materials</a>
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This advanced technical talk takes a deep dive into Nanite's novel GPU driven material pipeline. <br /> <br /> A high-level overview is presented, detailing all of the core components and explaining how they fit into the overall design. <br /> <br /> This talk also covers low-level technical details, including how artist-authored materials drive the rasterizer, how final shading is evaluated, an innovative variable rate shading technique, and some challenges of GPU driven rendering. <br /> <br /> Additionally, this talk discusses several learnings and optimizations that were discovered during the development of these components.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-large-scale-gpu-based-skinning-for-vegetation-in-'alan-wake-2'"> <a href="https://schedule.gdconf.com/session/large-scale-gpu-based-skinning-for-vegetation-in-alan-wake-2/899345">Large Scale GPU-based Skinning for Vegetation in 'Alan Wake 2'</a>
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Alan Wake 2's forests and vegetation of the Pacific Northwest carry the atmosphere of the horror survival genre almost like a character on their own. <br /> <br /> This talk showcases Remedy's new GPU-based skinning pipeline, built to handle detailed and dense environments that are mostly comprised of dynamically animated vegetation geometry. To match the team's ambitions in geometric fidelity and complexity of motion, they also developed a new GPU-based animation system that could animate skeleton rigs at runtime via compute shaders. <br /> <br /> The talk provides a look under the hood at the techniques used to hit performance targets, create feature rich systems for artists, and enable full representation in the Northlight engine's raytracing implementation.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-applied-mesh-analysis-automating-distant-city-lods-in-'marvel's-spider-man-2'"> <a href="https://schedule.gdconf.com/session/applied-mesh-analysis-automating-distant-city-lods-in-marvels-spider-man-2/899260">Applied Mesh Analysis: Automating Distant-City LODs in 'Marvel's Spider-Man 2'</a>
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The New York City of Marvel's Spider-Man 2 is roughly twice as large as that of earlier titles in the series. At the same time, new quality and performance constraints required the creation of additional distant city LODs. The manual distant-LOD geometry pipeline of Marvel's Spider-Man and Marvel's Spider-Man: Miles Morales was no longer viable. This lecture describes how Insomniac Games transitioned to automated distant-LOD geometry generation. In particular, it covers in-depth the applications of fundamental mesh analysis concepts (dual meshes, the Euler Characteristic, curvature estimation, etc...) to several difficult problems (beyond standard reduction and remeshing) that arise from the unique constraints regarding distant city LODs present in Marvel's Spider-Man 2.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-pondering-orbs-the-rendering-and-art-tools-of-'cocoon'"> <a href="https://schedule.gdconf.com/session/pondering-orbs-the-rendering-and-art-tools-of-cocoon/902878">Pondering Orbs: The Rendering and Art Tools of 'COCOON'</a>
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This talk details the graphical techniques developed for COCOON, the debut title of Geometric Interactive, founded by Jeppe Carlsen, lead gameplay designer on LIMBO and INSIDE. <br /> <br /> Rendering the game's beautiful worlds within worlds takes a few tricks—from thick billowing froxel fog and spherical harmonics volumetric lightmaps, to a host of visual effects like crystalline Voronoi bridges, SDF shoreline ripples on water, and warping through ponderable orbs. <br /> <br /> Mikkel Svendsen presents how these features, tools and effects were implemented and shipped on the game's target platforms, how they contributed to the game's look, and how it all works together with an MSAA-friendly rendering pipeline by carefully considering the gotchas of fitting these features and effects with that.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="pipeline">Pipeline</h2>
<h4 id="-building-game-worlds-with-openusd"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/building-game-worlds-with-openusd/899148">Building Game Worlds with OpenUSD</a>
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The complexity and size of the game worlds is ever-increasing and tools need to meet that demand. At Remedy, we have been working on new tools and tech stack to allow us to build worlds faster and with more detail than ever before. At the core of our solution is Universal Scene Description (OpenUSD) by Pixar which provides a powerful composition engine as well as a format compatible with the DCCs. In this presentation, we share how we integrated OpenUSD into our tools and engine, what kind of technical and user experience challenges we have faced, and show examples how we have tackled those while having two major game projects using it throughout the development.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-real-time-world-editing-technology-in-northlight"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/real-time-world-editing-technology-in-northlight/899582">Real-time World Editing Technology in Northlight</a>
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Requirements for game worlds are ever-increasing, being more realistic, more interactive, and larger than ever before. This means that there is a ton of content to be authored, but also large amounts of data to pass through pipelines and workflows to the engine runtime. Remedy has been working on a new data pipeline and technology stack for the Northlight engine that allows us to optimize entity data for authoring at edit time, and performance at runtime, while keeping near-instant iteration times for world editing workflows. The fundamental parts of this technology are OpenUSD for authoring, and Northlight's transformative live-edit pipeline that enables entity modifications to be applied to a running game process on the fly. In this presentation, Sebastian shares how we keep the editor and runtime data representations separated, how the data is transformed, and how the real-time editing between the editor and runtime works in practice.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-delta-force-world-creation-cross-platform-art-pipeline-and-tools-presented-by-tencent-games"> <a href="https://schedule.gdconf.com/session/delta-force-world-creation-cross-platform-art-pipeline-and-tools-presented-by-tencent-games/903508">DELTA FORCE WORLD CREATION: Cross-Platform Art Pipeline and Tools (Presented by Tencent Games)</a>
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Delta Force is developing top-tier experiences to gamers for all platforms and its' development team is working across multiple platforms in the short term to achieve it. This session will give a detailed introduction to a set of In-house art pipelines and tools that cover various modules ranging from Digital Content Creation (DCC) to the Engine including art assets solutions, OpenWorld infrastructure/Biome integrations, and more. The team and processes take great consideration to achieve the high fidelity and design density required to hit the high-end graphics PC gamers crave while accounting for maintaining a high level of performance on mobile devices.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-unified-cross-platform-dev-pipeline-in-deltaforce-hawk-ops-presented-by-tencent-games"> <a href="https://schedule.gdconf.com/session/unified-cross-platform-dev-pipeline-in-deltaforce-hawk-ops-presented-by-tencent-games/903509">Unified Cross-Platform Dev Pipeline In DeltaForce Hawk Ops (Presented by Tencent Games)</a>
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Delta Force is preparing to deliver top-tier experiences to gamers for all platforms. This session will cover an efficient production process while pursuing exceptional development quality as TiMi Studio Group readies for the release of a new edition to a classic FPS franchise. This talk will summarize the valuable experiences learned through the development process of Delta Force regarding various aspects of cross-platform production including asset management, open world solutions, auto scalable 3C, adaptive UI framework and the performance tracking tools we build for better tracking during the unified development process.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<hr />
<h2 id="version-control--files">Version Control & Files</h2>
<h4 id="-mergebot-activision's-merge-and-resolve-infrastructure"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/mergebot-activisions-merge-and-resolve-infrastructure/901277">MergeBot: Activision's Merge and Resolve Infrastructure</a>
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Source control is one of the foundational elements in a software's lifecycle. Unfortunately, not all source control systems handle code merges and conflict resolution gracefully, particularly in a game development environment with numerous large files scattered across branches that must be kept in sync. This talk serves as a postmortem on a tool that emerged from our ongoing struggle to smoothly integrate Perforce changelists between streams, all while ensuring it doesn't disrupt our continuous development pipeline. The presentation will delve into the architecture of the tool, the challenges encountered while making it as hands-off as possible, the complexities involved in the file resolution process, which needed to be universally accessible, and a discussion of the compromises we had to make while developing and customizing the tool to suit our needs.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Postmortem</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-scaling-git-workflows-for-game-development"> <a href="https://schedule.gdconf.com/session/scaling-git-workflows-for-game-development/900038">Scaling Git Workflows for Game Development</a>
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Game development studios often face a dilemma when choosing version control systems—specific requirements like exclusive file locking can limit options, while common solutions remain financially out of reach for up-and-coming studios. Surprisingly, even with widely used solutions, many projects struggle to adhere to the 'not rocket science' rule of software engineering: maintaining a code repository that consistently passes all tests. <br /> <br /> Join Vikram in this session as he delves into the challenges of version control in game development and explores how modern git tooling, coupled with strategic workflow adjustments, can pave the way for a cost-effective solution. Discover practical insights to start utilising modern DevOps practices with your projects.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">QA</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<hr />
<h2 id="build">Build</h2>
<p><br /></p>
<h4 id="-compile-score-slay-the-c++-build-time-dragon"> <a href="https://schedule.gdconf.com/session/compile-score-slay-the-c-build-time-dragon/903039">Compile Score: Slay the C++ Build Time Dragon</a>
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Build times have been affecting productivity and iteration times since the dawn of programming. Developer improvement efforts have been based on guesswork so far considering the compiler has always been a closed box. 'Compile Score' allows us to peek inside and dissect how the compiler digests the code empowering the engineer to make targeted improvements and identify the real bottlenecks. <br /> This presentation covers how to extract, interpret, and act with the provided data, as well as go through C++ best practices to keep the dependencies healthy. It also goes through the setup in Santa Monica Studio to get up to date information automatically to the whole team.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="aiml-in-testing">AI/ML in Testing</h2>
<h4 id="-machine-learning-summit-taming-the-beast-leveraging-machine-learning-to-curb-the-cost-of-continuous-"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-taming-the-beast-leveraging-machine-learning-to-curb-the-cost-of-continuous-integration/902401">Machine Learning Summit: Taming the Beast: Leveraging Machine Learning to Curb the Cost of Continuous Integration</a>
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Continuous Integration (CI) is a common practice in modern software organizations. It plays an especially important role for AAA game development, where thousands of build jobs are submitted daily. However, the size and complexity of video games tend to inflate build size and duration, leading to a slower CI and longer feedback time. To provide faster CI feedback, studies have explored optimization techniques that can skip steps, and sometimes the entirety, of build jobs. This talk presents an overview of these techniques and highlights their costs and benefits. Then, it introduces RavenBuild Dev, a novel ML-based technique tailored for video games. Contrarily to existing approaches, RavenBuild predicts build outcomes for both code and data submissions, providing full coverage for a game development CI. RavenBuild skips passing builds and therefore reduces the CI cost, up to 43%, while ensuring that failing builds are properly anticipated.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build Dev</li>
<li class="tag_box_v3"> ML Dev</li>
</ul>
<p><br /></p>
<h4 id="-ai-summit-building-ml-bots-at-ubisoft-la-forge-from-research-to-production"> <a href="https://schedule.gdconf.com/session/ai-summit-building-ml-bots-at-ubisoft-la-forge-from-research-to-production/903450">AI Summit: Building ML Bots at Ubisoft La Forge: From Research to Production</a>
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In this presentation, Ubisoft La Forge's explores the approach to developing ML bots, designed to simulate human players in our games. These bots are not only integral to enhancing player experiences, particularly for onboarding in multiplayer games, but also play a crucial role in Quality Control (QC) testing across our expansive open-world titles. They delve into specific examples to demonstrate how these bots, underpinned by cutting-edge machine learning (ML) technologies, are collaboratively integrated into game development. This synergy between production teams and innovative ML applications is pivotal in upping game quality and pushing the boundaries of technological advancement in gaming.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> AI Summit</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> ML Dev</li>
</ul>
<p><br /></p>
<h4 id="-levelling-up-how-ai's-transformative-role-in-level-automation-production-adds-business-value-in-'can"> <a href="https://schedule.gdconf.com/session/levelling-up-how-ais-transformative-role-in-level-automation-production-adds-business-value-in-candy-crush-saga/900208">Levelling Up: How AI's Transformative Role in Level Automation Production Adds Business Value in 'Candy Crush Saga'</a>
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Anna Hernandelius, Product Director in Candy Crush Saga, together with Sahar Asadi, Director AI Labs at King, present King's journey in implementing and using AI to create business value; from A/B testing to high speed AI level testing to enhance the player experience. The session will look at the role of AI in business transformation within the games industry and how the technology is helping us in our mission of Making the World Playful.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Business & Marketing</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> ML Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="automation-automated-testing-and-qa">Automation, Automated Testing, and QA</h2>
<h4 id="-machine-learning-summit-'saga-emerald-beyond'-balancing-battle-with-reinforcement-learning-ai"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-saga-emerald-beyond-balancing-battle-with-reinforcement-learning-ai/902110">Machine Learning Summit: 'SaGa Emerald Beyond': Balancing Battle with Reinforcement Learning AI</a>
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Battle system is one of the most vital parts of SaGa and costly to balance due to the huge volume of the game. We present a machine learning (ML) framework to help us balance the battle system of the latest title of the series under development, SaGa Emerald Beyond, with Reinforcement Learning (RL). We show how our game designers use the AI to help their daily work, the challenges, the detail of our in-house algorithm, and the engineering backend to deliver the system. Also, our system and algorithm are generally applicable to other games and address major key challenges on implementing reliable ML system within general production line. With this system, we can evaluate more than 700 stages in one day and find critical bugs, speeding up the QA process significantly.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> ML Dev</li>
</ul>
<p><br /></p>
<h4 id="-machine-learning-summit-analyze-your-bugs-automatically-root-cause-analysis-with-causal-models"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-analyze-your-bugs-automatically-root-cause-analysis-with-causal-models/902132">Machine Learning Summit: Analyze Your Bugs Automatically: Root Cause Analysis with Causal Models</a>
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Existing ways to find bugs including client logs, server monitors, and feedbacks from user community. Finding a bug is far from satisfactory. What we need to know is dive into the mechanism and dig out the factors that cause the bug. That is why we need root cause analysis. Existing bug root analysis requires a data science engineer diving into the game logs, analyzing the data of many variables and factors, even playing the game in person to reproduce the bugs. Those efforts could be time-consuming and labor-consuming. We will introduce casual analysis and explain how causal models can help with root cause analysis and improve user experience.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<h4 id="-testing-empowered-integrating-ml-based-playtesting-in-a-team-with-limited-qa-capacity"> <a href="https://schedule.gdconf.com/session/testing-empowered-integrating-ml-based-playtesting-in-a-team-with-limited-qa-capacity/898710">Testing Empowered: Integrating ML-Based Playtesting in a Team with Limited QA Capacity</a>
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Playtesting is a crucial aspect of modern game development. However, small-to-mid-sized teams often face difficulties in meeting their testing demands due to limited QA resources. <br /> <br /> In this talk, Sun Jeong discusses how he and his team built and harnessed a machine-learning-assisted automated playtesting solution to fulfill the testing requirements for the launch and live service of an action-packed roguelite game, Frame Arms Girl: Dream Stadium. <br /> <br /> He talks about the technical details of the automated playtesting stack, introduces various detailed use cases and the workflow used to debug and discover valuable design insights, and shares the tips and lessons learned during the development of the stack under dynamic and unstable production settings.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Machine Learning</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> ML Dev</li>
</ul>
<p><br /></p>
<h4 id="-automated-testing-of-shader-code"> <a href="https://schedule.gdconf.com/session/automated-testing-of-shader-code/899160">Automated Testing of Shader Code</a>
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Rare has a rich culture of writing automated tests for their game and engine code. The 'Sea of Thieves' project has hundreds of thousands of automated tests that exist to validate behaviour and to ensure that bugs are kept to a minimum, as they continually deliver an ever-changing experience to players. Among this large test suite, are tests that validate and verify shader code. This session explores the technologies that Rare currently uses to write tests for their shader code, both on 'Sea of Thieves' and on their upcoming game, 'Everwild'. Throughout this session Rare discusses two forms of testing shader code: <br /> <br /> 1. Screenshot Comparison <br /> 2. Shader unit tests <br /> <br /> They go through the pros and cons of both types of tests, as well as delving into the implementation of their shader unit testing framework to discuss the design goals of the system.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<hr />
<h2 id="technical-art">Technical Art</h2>
<h4 id="-visual-effects-summit-fracture-animation-techniques"> <a href="https://schedule.gdconf.com/session/visual-effects-summit-fracture-animation-techniques/901945">Visual Effects Summit: Fracture Animation Techniques</a>
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Fracturing your geometry is only the first step in your destructible asset pipeline. There are many different techniques to animating these fractured assets. This talk covers several different ways we can animate the fractured pieces in engine. By avoiding the need of baking out a simulation, we can allow for faster iteration time and dynamic input from gameplay. During the first half of the talk, we focus on using custom UV sets to add animation inside of a material. Then we cover how to animate the pieces with Niagara by using its Mesh Renderer for mesh flipbooks. All the techniques are covered using Houdini for source art generation and Unreal for the game engine.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Visual Effects Summit</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-visual-effects-summit-procedural-cinematic-symbiotes-in-'marvel's-spider-man-2'"> <a href="https://schedule.gdconf.com/session/visual-effects-summit-procedural-cinematic-symbiotes-in-marvels-spider-man-2/901641">Visual Effects Summit: Procedural Cinematic Symbiotes in 'Marvel's Spider-Man 2'</a>
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Symbiotes take various forms and play a significant role in Marvel's Spider-Man 2. These symbiotes are rendered in highest fidelity during the game cinematics. Insomniac created a variety of workflows to make symbiotes. These workflows had to be robust enough to convey life-like motion, fast enough for users to iterate within a production timeline, and performant enough to run at sixty frames per second. <br /> <br /> This presentation breaks down the creation process of cinematic symbiotes in Marvel's Spider-Man 2. The presenters walk through custom procedural tools created to facilitate art directable effects, the export process, and the custom engine systems implemented. The presenters dedicate special attention to showcasing a novel real-time meshing system used extensively in the rendering of Symbiotes in Marvel's Spider-man 2.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Visual Effects Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-animation-summit-technical-animation-pipeline-of-'fort-solis'"> <a href="https://schedule.gdconf.com/session/animation-summit-technical-animation-pipeline-of-fort-solis/900834">Animation Summit: Technical Animation Pipeline of 'Fort Solis'</a>
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Dive into the technical animation pipeline and workflow built for 'Fort Solis,' an indie title created by a small team all within a little over two years. This presentation covers the building blocks of the 'Fort Solis's' character skeletons with approaches that offload deformation calculations to runtime rather than a baked approach, our artist-friendly workflow to face rig development and creation, our animator-first tools and pipelines that empower animators to do what they do best (animate!) and how state-of-the-art technologies inside of Unreal Engine 5 helped breathe life into the characters and truly blurred the lines between cinematic and gameplay through motion matching locomotion. Finally, the session is rounded off with the many character and animation optimisations required to hit 60 frames per second on PlayStation 5. The many hurdles, and lessons learnt will be shared from trying to push the animation envelope with an indie-sized team and resources.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Animation Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-technical-artist-summit-build-your-own-particle-system"> <a href="https://schedule.gdconf.com/session/technical-artist-summit-build-your-own-particle-system/902498">Technical Artist Summit: Build Your Own Particle System</a>
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Shaders are most commonly used to define the appearance of model surfaces - but they can do a lot more! In this session, Ben will show how to construct a full-featured, performance-friendly particle system using only a node-based shader tool such as Unreal's Material Editor or Unity's Shader Graph. <br /> <br /> Attendees will learn how to make particles face the camera, move, rotate, and scale as well as control particle movement and rotation. They will learn how to control particle color and opacity, as well as how to fade out particles where they intersect with scene geometry. <br /> <br /> Even more features can be added to provide more control, or removed to increase performance. Artists can have full control over a particle system they build themselves and Ben will show them how in this session.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Technical Artist Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-technical-artist-summit-gpu-based-foliage-interaction-for-'ark-survival-ascended'"> <a href="https://schedule.gdconf.com/session/technical-artist-summit-gpu-based-foliage-interaction-for-ark-survival-ascended/902219">Technical Artist Summit: GPU based Foliage-Interaction for 'Ark: Survival Ascended'</a>
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Step into the immersive world of 'Ark: Survival Ascended' as we delve into our new GPU-based foliage interaction system. Our presentation outlines how we've combined UE5's Nanite technology with a custom force-injection system to create truly dynamic open-world environments. Explore how millions of Nanite-based assets—from trees to grass—interact in real-time with players, NPCs, weapons, visual effects and even each other. Our process leverages tools like SpeedTree 9 and Houdini for asset creation and data encoding, significantly optimizing computational loads. You'll get insights into our custom compute shader pipeline, dynamic memory allocation, and how forces are injected into multiple volumetric render targets to achieve the fully dynamic open multiplayer world of 'Ark: Survival Ascended'.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Technical Artist Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-technical-artist-summit-using-generative-ai-as-a-tool-for-tech-artists"> <img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/technical-artist-summit-using-generative-ai-as-a-tool-for-tech-artists/902090">Technical Artist Summit: Using Generative AI as a Tool for Tech Artists</a>
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Generative AI is shaking up the industry, so like any other emerging technology we, as tech-artists, can ride the wave and bend our curious eye at its challenges, promises, and time saving nature. All to fold the best parts into our workflows, pipelines, and processes. <br /> <br /> Daniel Ocean is an Associate TechArt Director at Ubisoft currently working on XDefiant – a competitive arena shooting pulling from all the Ubisoft gaming franchises and engines, both old and new. <br /> <br /> The session includes an evaluation of generative AI and its current place in production – both generally and within Ubisoft. Daniel takes a look at the novel and different ways AI is, and will, solve pain points for artists and designers through examples. Additionally, we look practically at how to create training data for custom GenAI, image-based, tools using Houdini. With a focus on the importance of owning the input training for tools as much as the output of the generation.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Technical Artist Summit</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-technical-artist-summit-procedural-tool-development-for-'marvel's-spider-man-2'"> <a href="https://schedule.gdconf.com/session/technical-artist-summit-procedural-tool-development-for-marvels-spider-man-2/902350">Technical Artist Summit: Procedural Tool Development for 'Marvel's Spider-Man 2'</a>
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Marvels Spider-Man 2 employed over a dozen procedural systems in creation and population of its open world and many more in support of destruction, breakables, effects and characters. The power of procedural systems in production is widely recognized and it's hard to name a studio that isn't taking advantage of them. It allows efficient, rapid generation and iteration of a vast amount of content in game development. Unfortunately, the development of production ready procedural systems themselves can be far from an efficient process. This presentation uses successful and less than successful examples from Marvel's Spider-Man 2 production in a guide to development and implementation of procedural systems from inception.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Technical Artist Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-building-a-user-and-developer-friendly-cross-dcc-animation-pipeline"> <a href="https://schedule.gdconf.com/session/building-a-user-and-developer-friendly-cross-dcc-animation-pipeline/899681">Building a User and Developer Friendly Cross-DCC Animation Pipeline</a>
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This session provides insights into the technical artist team's development of a lightweight, highly reusable and artist-and-developer-friendly Cross-DCC animation pipeline. Fleming Lin from LIGHTSPEED STUDIOS will introduce two key pipeline frameworks: Protostar and NodeZoo. The presentation includes a demonstration of versioning strategies, data-driven rig generation, and the implementation of universal toolkits tailored to diverse projects at LIGHTSPEED STUDIOS.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-from-firefighters-to-service-providers-technical-art-as-a-service"> <a href="https://schedule.gdconf.com/session/from-firefighters-to-service-providers-technical-art-as-a-service/899702">From Firefighters to Service Providers: Technical Art as a Service</a>
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Technical art has grown from a niche discipline into a critical component of big enterprise game studios. How does this evolution of this component change the way we approach how technical art operates at a procedural level? In this talk, we'll discuss the following: <br /> - How Legends Of Runeterra uses systemic analysis to support multiple satellite offices around the world with a small core technical art group operating as a service team. <br /> - Explore strategies for maintaining global pipelines that cross borders, languages, and time zones, and give concrete examples of how we've used our lessons to change the way we operate. <br /> - Finally, we'll also discuss how we've adopted Continuous Deployment development practices to unify the ability for our TAs to contribute to a shared tooling solution between projects.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-embracing-art-performance-on-'diablo-iv'"> <a href="https://schedule.gdconf.com/session/embracing-art-performance-on-diablo-iv/899659">Embracing Art Performance on 'Diablo IV'</a>
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Performance: a word that conjures up many emotions for the average game-artist and can often breed conflict in production. But with the right approach, optimization can be something that the team embraces as part of the development process. <br /> <br /> Diablo IV shipped to critical acclaim in its technical strength and performance across a wide variety of hardware, but the journey to get to that point was full of trial-and-error, teamwide initiatives, and no shortage of hard work. Join Senior Technical Artist Evan Edwards as he talks about a cultural approach to optimization, and how developers can make performance less of a dirty word on their teams.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="machine-learning">Machine Learning</h2>
<h4 id="-machine-learning-summit-introduction-&-real-time-neural-textures-for-materials-compression"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-introduction-real-time-neural-textures-for-materials-compression/900787">Machine Learning Summit: Introduction & Real-time Neural Textures for Materials Compression</a>
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We present a novel neural material compression technique that is designed to take advantage of hardware accelerated texture compression formats. This approach leans on a multiresolution set of block compressed (BC6H) textures that is subsequently decoded by a small neural network. In practice, our method is integrated into the current pipelines in two stages. At production stage, we use deep learning to jointly learn the texture set and the decoder network. At runtime, we sample the learned textures and then reconstruct the material information by inferring neural network in a shader.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-machine-learning-summit-chatavatar-multi-agents-enhanced-3d-character-creation-in-'earth-revival'"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-chatavatar-multi-agents-enhanced-3d-character-creation-in-earth-revival/900441">Machine Learning Summit: ChatAvatar: Multi-agents Enhanced 3D Character Creation in 'Earth: Revival'</a>
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LLM has substantially accelerated the pace of game development. Recently, they successfully apply LLMs in the game 'Earth: Revival', for offline production of game NPCs and online creation of player characters.This talk will delve into how multi-agent systems assist in the creation of avatars within 'Earth: Revival'. The most recent LLM of ByteDance will also be introduced. The details of driving agents across multiple tasks will be described. The cooperating agents increased the art team's speed in character creation by 50%. <br /> This multi-agent includes the Dialog Agent, Brain Strom Agents, and Prompt Agent, etc. In addition, they also apply three generative AI modules, including SD for character original painting generation, DreamFace for text/image-to-avatar conversions, and Rodin Search. Furthermore, a text-to-face entrance can be directly experienced by players in 'Earth: Revival.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-machine-learning-summit-fictional-speech-synthesis-to-avoid-the-risk-in-generative-contents"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-fictional-speech-synthesis-to-avoid-the-risk-in-generative-contents/902384">Machine Learning Summit: Fictional Speech Synthesis to Avoid the Risk in Generative Contents</a>
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In creating interactive digital content including characters, text-to-speech technology is a promising option to flexibly respond to arbitrary user input. We propose a method of applying text-to-speech technology to generate speech in a fictional language that the user has never heard before. We will share with attendee how this method can generate a pronunciation language for a fictional language that fits the worldview and creates an immersive experience, as if the user is listening to the language spoken in that world. We will introduce the simple but effective approach to synthesis fictional language speech, and explain the possible application in games.
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</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-machine-learning-summit-from-photo-to-expression-generating-photorealistic-facial-rigs"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-from-photo-to-expression-generating-photorealistic-facial-rigs/902241">Machine Learning Summit: From Photo to Expression: Generating Photorealistic Facial Rigs</a>
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In the presentation the speaker discusses how machine learning can improve facial animation in the gaming industry. A showcase on their solution using in-house facial rig, FaceRig, and will demonstrate how blendshapes can be automatically created to suit various character identities. The presentation covers: FaceMixer, which can generate blendshapes from a neutral input, and FaceOptim, which automates the creation of blendshapes and animations from scanned expressions or 4D animation. The presenter also introduces FaceBot, a solution that generates photorealistic face textures and meshes with expressions that can then be fed back into the previous system. By combining FaceBot with FaceOptim or FaceMixer, users can generate high-quality rigged faces for game characters with minimal effort. Future developments include incorporating FaceAnim animation, allowing for more organic and realistic facial animation.
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</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-machine-learning-summit-introduction-&-training-human-like-and-high-performance-basketball-ai-bot-fo"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-introduction-training-human-like-and-high-performance-basketball-ai-bot-for-streetball-allstar/901782">Machine Learning Summit: Introduction & Training Human-like and High-performance Basketball AI Bot for 'Streetball Allstar'</a>
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'Streetball Allstar' is a 3v3 street basketball game that attracts players with its real-time competition and fairness. AI bots play an important role in the game. Firstly, they assist beginners in learning and improving, providing examples of exceptional skills and teamwork. Secondly, AI bots serve as teammates or opponents, increasing the diversity and competitiveness of the game. Most importantly, AI bots ensure fair competition, fill the gap when there are not enough players and match players of different tiers with highly customized parameters. In terms of training, we combine reinforcement learning and imitation learning, allowing AI bots to learn a wide range of strategies and simulate human thinking and behavior patterns, possessing human-like qualities and human-AI interaction while also having rich strategy diversity. Through dynamic difficulty control, we can control the operation level of the AI accurately and reasonably, adapting to different skill levels. With the client-side deployment solution, AI bots are decoupled from the core logic of game, improving response speed and ensuring data security. In our demonstration, AI bots have shown outstanding performance in various aspects such as difficulty switching, accurate response, strong adaptability, human-AI interaction, and high stability, receiving enthusiastic praise from both players and our customer.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-machine-learning-summit-'naruto-mobile'-optimization-for-large-scale-reinforcement-learning-in-fight"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-naruto-mobile-optimization-for-large-scale-reinforcement-learning-in-fighting-games/902281">Machine Learning Summit: 'Naruto Mobile': Optimization for Large-scale Reinforcement Learning in Fighting Games</a>
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Naruto Mobile is a popular Fighting Game with over 100 million registered players. AI agents are deployed to the game for various applications such as level challenges. Although deep reinforcement learning is an excellent approach to creating agents with diverse strategies, it is difficult to apply to Naruto Mobile--a game that is built on a pool of 300 characters with unique skills. A traditional approach of self-play training at such a scale may require substantial training costs and time. This talk presents a new training approach to improve agents' generalization ability and optimize massive-scale self-play. The proposed algorithm has already been employed by Naruto Mobile to create agents, which have been used in more than 300 million human-AI fighting matches. To the best of our knowledge to date. This is the first time that deep reinforcement learning has been employed by a commercial fighting game.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-machine-learning-summit-would-you-like-fries-with-that?-ai-assisted-recommendations-in-development"> <a href="https://schedule.gdconf.com/session/machine-learning-summit-would-you-like-fries-with-that-ai-assisted-recommendations-in-development/901881">Machine Learning Summit: Would You Like Fries with That? AI-assisted Recommendations in Development</a>
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While we're flooded with generative AI approaches, we intend to show a different possibility to facilitate ML for better and faster gamedev: AI-assisted game design. AI-assisted development is barely emerging, usually as recommendations in programming IDEs. We tried a similar approach to build tools for game designers in three areas: level design, narrative, and game object design (game mechanics related). In this talk, we will show which areas benefited the most, with very promising ML recommendations to ease the designers' work, and what algorithms are showing the most promise despite being really low effort. We will share where, from our experience, ML will not deliver good results anytime soon and how we went from a hardly working system to what seems to be a promising tool.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="procedural">Procedural</h2>
<h4 id="-facing-our-failures-creating-3d-environments-from-a-2d-legacy-for-'darkest-dungeon-ii'"> <a href="https://schedule.gdconf.com/session/facing-our-failures-creating-3d-environments-from-a-2d-legacy-for-darkest-dungeon-ii/899057">Facing Our Failures: Creating 3D Environments from a 2D Legacy for 'Darkest Dungeon II'</a>
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In this session, Red Hook Studios' Lead Environment Artist, Marielle Fox, will discuss the pillars of Darkest Dungeon 2's environment art creation and how the art team established their unique workflow. <br /> <br /> She will share the experiences of the team and the challenges they faced while trying to transition the 2D art style of the first Darkest Dungeon game to 3D for the sequel. They will cover various methods that the team experimented with, and how, through a few failures, they managed to develop an elegant solution that fit the project's needs and resources perfectly. <br /> <br /> This presentation will also discuss various rendering and procedural generation techniques that Red Hook developed and maintained, in order to achieve the look and tone of various 3D worlds in the style of Darkest Dungeon.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-'marvel's-spider-man-2'-10-years-of-procedural-content-creation"> <a href="https://schedule.gdconf.com/session/marvels-spider-man-2-10-years-of-procedural-content-creation/900288">'Marvel's Spider-Man 2': 10 Years of Procedural Content Creation</a>
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A look at the evolution of procedural content creation at Insomniac Games across multiple 'Marvel's Spider-Man' titles culminating in 'Marvel's Spider-Man 2.
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="ai-enhanced-content-authoring">AI-enhanced content authoring</h2>
<p><br /></p>
<h4 id="-converging-game-design-and-ai-new-frontiers-and-pitfalls"> <a href="https://schedule.gdconf.com/session/converging-game-design-and-ai-new-frontiers-and-pitfalls/898417">Converging Game Design and AI: New Frontiers and Pitfalls</a>
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Although it's a hot topic now, AI and machine learning have existed in and outside of games for many years! To fully grasp the power of AI to transform game development, we have to understand how it works and where it's best put to use. <br /> <br /> Hilary Mason, Co-Founder and CEO at Hidden Door, gives attendees a peek behind the hidden door of AI's current integration into game development. In this session, she outlines the current state of AI as a game dev tool and explains its strengths and shortcomings. Hilary then presents potential solutions for common AI challenges—such as filtering out bad outputs and carefully handling the ethics of AI's use of copyrighted material. <br /> <br /> She then discusses how to assemble the ultimate AI game development dream team, merging the powers of man and machine to create entirely new gaming experiences.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-giinex-generative-ai-game-engine-presented-by-tencent-ai-lab"> <a href="https://schedule.gdconf.com/session/giinex-generative-ai-game-engine-presented-by-tencent-ai-lab/903353">GiiNEX: Generative AI Game Engine (Presented by Tencent AI Lab)</a>
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This session introduces GiiNEX, Tencent's generative AI game engine, offering comprehensive AI solutions to enhance game development and operations across MOBA, FPS, MMO, and other game categories. GiiNEX excels with its AI bot services and AIGC tools. A highlight of the session will be a detailed case study on the AI bot's application, specifically in the 'Challenge Wukong' gameplay mode of Honor of Kings, demonstrating how these AI bots significantly boost player engagement. Additionally, the session features AIGC tools such as 'Automatic 3D Virtual Scene Generation', 'Scenario Editor', and 'UGC Editor'. These tools streamline content creation, empowering developers and UGC creators to build immersive game worlds and design level maps efficiently.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Business & Marketing</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-modernizing-games-with-nvidia-rtx-remix-and-generative-ai-presented-by-nvidia"> <a href="https://schedule.gdconf.com/session/modernizing-games-with-nvidia-rtx-remix-and-generative-ai-presented-by-nvidia/903377">Modernizing Games with NVIDIA RTX Remix and Generative AI (Presented by NVIDIA)</a>
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NVIDIA RTX Remix, a graphics modding platform for remastering classic games with path traced lighting, modern PBR Assets, DLSS, and Generative AI was released in January, 2024. It is a first of its kind modding tool that allows modders to capture game scenes into OpenUSD format, making them easy to manipulate. RTX Remix allows you to replace a game's meshes, textures, materials, lighting and even renderer. It offers modders access to generative AI Texture Tools to revamp old game textures in higher resolution and with physically accurate properties. The final output -- a stunning mod that rivals modern games in looks and technology. We build Portal With RTX using RTX Remix, and modders are creating Half Life 2 RTX using the tool. Join our session to learn how we built RTX Remix, how it works, and what we've seen the community able to do with it.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-motornerve:a-character-animation-system-using-machine-learning-presented-by-tencent-games"> <a href="https://schedule.gdconf.com/session/motornervea-character-animation-system-using-machine-learning-presented-by-tencent-games/903481">MotorNerve:A Character Animation System using Machine Learning (Presented by Tencent Games)</a>
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This presentation will introduce to you a character animation system using machine learning, dubbed MotorNerve, which implements two core character animation functions: locomotion control and transition animation generation. First, by combining Motion Matching and Learned Motion Matching technologies, MotorNerve achieves high-quality, low-consumption locomotion control while speeding up the tuning process for Learned Motion Matching. Secondly, MotorNerve also implements an inhouse Motion In-Betweening (MIB) algorithm, which uses a variational autoencoder to encode leg movements, significantly improving the foot skating problem of existing methods. This method, a joint work by Zhejiang University and TiMi Studio Group, a Tencent Games studio, has been published in SIGGRAPH 2022. MotorNerve applies MIB to interactive animation scenarios, generating high-quality transition animations while saving the project costs.
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-innovation-unleashed-high-performance-ue5-mobile-rendering-and-next-gen-character-creation-pipeline-"> <a href="https://schedule.gdconf.com/session/innovation-unleashed-high-performance-ue5-mobile-rendering-and-next-gen-character-creation-pipeline-powered-by-machine-learning-presented-by-lightspeed-studios/903532">Innovation Unleashed: High-performance UE5 Mobile Rendering and Next-gen Character Creation Pipeline Powered by Machine Learning (Presented by Lightspeed Studios)</a>
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The bar of quality and performance on next-gen platforms has been raised once again with Unreal Engine 5. However, a significant gap has emerged between these advanced features and their mobile counterparts. In this presentation, we will explore how the presenters addressed the challenge of developing high-quality UE5 mobile games involving the implementation of multiple optimizations and creation of new mobile rendering pipelines. <br /> <br /> Similarly, MetaHuman by Epic revolutionized character creation technology, yet challenges in performance and customization persist. This session will introduce a groundbreaking character creation pipeline designed for crafting high-definition, animation-ready characters that enhance the immersion in the next-level metaverse. The creators will showcase a novel system, built upon multimodal machine learning techniques, that empowers both artists and gamers to generate hyper-realistic avatars seamlessly from photos, sketches, or even text within seconds.
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-how-generative-ai-is-transforming-game-development-discovery-and-ugc-presented-by-roblox"> <a href="https://schedule.gdconf.com/session/how-generative-ai-is-transforming-game-development-discovery-and-ugc-presented-by-roblox/903506">How Generative AI is Transforming Game Development, Discovery and UGC (Presented by Roblox)</a>
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The latest AI and LLM (Large Language Models) innovations have paved the way for completely re-imagining the game development process, driving the discovery of new games, and making safer gaming experiences. What was a weeks-long process of creating the first playable prototype can now be achieved within a day. We will explore how developers can leverage AI for everything from texturing 3D models to generating and debugging code and arranging 3D scenes. We will also explore how AI is being used at Roblox to help drive the discovery of new games and match players to the right content. And how AI is helping to create safer and more civil gaming experiences. Lastly, we will showcase how AI enables a new generation of User-Generated Content (UGC) with a conversational interface and how these capabilities will empower developers to make more engaging experiences where their users participate in the creation process.
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">ML Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<hr />
<h2 id="ai">AI</h2>
<h4 id="-ai-summit-making-the-most-of-navmeshes-in-fps-games-from-'crysis-3'-to-'hunt-showdown'"> <a href="https://schedule.gdconf.com/session/ai-summit-making-the-most-of-navmeshes-in-fps-games-from-crysis-3-to-hunt-showdown/900856">AI Summit: Making the Most of NavMeshes in FPS games: From 'Crysis 3' to 'Hunt: Showdown'</a>
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The Navigation System and NavMeshes in Cryengine have gone through significant changes in the past decade. In this session, we present the new major features added to the NavMeshes since their introduction during the development of 'Crysis 3'. We also share details about each added feature in chronological order, what problem each feature solves, what challenges we needed to overcome, how it was implemented and how it is used specifically in Crytek's latest game 'Hunt: Showdown'. We also show, whenever possible, what the performance implications of each feature are.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-ai-summit-level-generation-with-large-language-models"> <a href="https://schedule.gdconf.com/session/ai-summit-level-generation-with-large-language-models/902483">AI Summit: Level Generation With Large Language Models</a>
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Can LLMs generate video game levels, among the many other things they can do? This session provides an overview of how to generate game levels with large language models, including but not limited to GPT-3, GPT-4, and Llama. Various strategies based on prompting, finetuning, and bootstrapping are discussed. The talk is accessible and some of the ideas are immediately actionable.
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</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> AI Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> ML Dev</li>
</ul>
<p><br /></p>
<h4 id="-ai-summit-modularize-your-ai-tools-to-create-behavior-instead-of-code"> <a href="https://schedule.gdconf.com/session/ai-summit-modularize-your-ai-tools-to-create-behavior-instead-of-code/900735">AI Summit: Modularize Your AI Tools to Create Behavior Instead of Code</a>
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When authoring behavior for game AI we must reason about a broad range of systems and their associated data. Commonly, this reasoning is formulated by means of visual scripting languages and behavior trees (among others). These tools often introduce challenges for reusability, and managing data dependencies in complex worlds. <br /> <br /> In this talk, Sam Fay-Hunt demonstrates a framework to modularize game AI concepts into compartmentalized, reusable components. This system is highly suited to reasoning about, and describing properties of, environments or situations. He describes the core pillars of its design, and how it can be used to augment existing behavior authoring systems to empower designers to incorporate powerful concepts such as quality, danger, or utility into decision making.
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-ai-summit-from-text-to-gameplay-generative-ai's-influence-on-behavior-trees"> <a href="https://schedule.gdconf.com/session/ai-summit-from-text-to-gameplay-generative-ais-influence-on-behavior-trees/900567">AI Summit: From Text to Gameplay: Generative AI's Influence on Behavior Trees</a>
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Behavior trees have been a cornerstone of game AI for years, but what happens when you infuse them with the power of generative AI? Join Pierre Dalaya and Trevor Santarra as they explore the remarkable synergy between large language models (LLMs) and behavior tree authoring. Discover how these cutting-edge techniques can revolutionize your game development process by generating behavior trees and code, seamlessly integrating modern AI convenience into a familiar tool set. This talk showcases how generative AI techniques can supercharge your gameplay authoring tools, providing you with a whole new level of efficiency and creativity. Don't miss this opportunity to explore the future of game AI!
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> AI Summit</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-ai-summit-practical-utility-ai"> <a href="https://schedule.gdconf.com/session/ai-summit-practical-utility-ai/902394">AI Summit: Practical Utility AI</a>
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Utility theory is a common method for handling decision making in games. Much has already been said about it, but most resources focus on theory rather than the nuts & bolts of actually building the system. This session solves that by focusing on implementation with only a light touch on theory. <br /> <br /> The session starts by dissecting the architecture of a utility system, breaking down core concepts such as considerations, utility curves, and decision hierarchies. The session also examines the importance of data in tuning utility systems, offering insights into how designers manipulate data, curves, and more. Attendees discover essential tools for debugging utility systems and learn to navigate potential challenges and performance concerns. <br /> <br /> The session concludes with a live demo, showing the full process of adding a new decision into the game, from design to implementation.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-ai-summit-endless-stories-utilizing-ai-to-power-a-content-creation-engine"> <a href="https://schedule.gdconf.com/session/ai-summit-endless-stories-utilizing-ai-to-power-a-content-creation-engine/901564">AI Summit: Endless Stories: Utilizing AI to Power a Content Creation Engine</a>
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Generative AI, when combined with traditional game development techniques, can allow for a new generation of games, ones that possess truly infinite worlds that dynamically respond to player inputs. Drawing upon decades of work as a data scientist and her current role leading Hidden Door, Hilary walks attendees through the process of integrating AI into traditional game development. Within the talk, Hilary will address AI's shortcomings and ethical concerns, as well as outline an action plan for attendees to use as they explore incorporating A into their game development workflows.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> AI Summit</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<hr />
<h2 id="audio">Audio</h2>
<h4 id="-audio-summit-challenges-and-opportunities-in-designing-and-developing-audio-tools"> <a href="https://schedule.gdconf.com/session/audio-summit-challenges-and-opportunities-in-designing-and-developing-audio-tools/902592">Audio Summit: Challenges and Opportunities in Designing and Developing Audio Tools</a>
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<i class="tooltip__icon">i</i>
<p class="tooltip__content">
This talk offers valuable insights into the design and development of audio tools, showcasing the importance of user-centered approaches, collaboration, and iterative processes in creating tools that enhance the productivity and creativity of sound designers and content creators. The talk emphasizes the iterative nature of tool development, where user feedback and collaboration play a vital role in refining the tool's functionality and workflows. It highlights the importance of continuously adapting and improving tools based on user experiences to maximize productivity and creativity. Additionally, some arguments for showing the value of investing more in audio tools are presented.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Audio Summit</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-mixing-music-and-mods-'cyberpunk-2077'-audio-technical-pipelines"> <a href="https://schedule.gdconf.com/session/mixing-music-and-mods-cyberpunk-2077-audio-technical-pipelines/899640">Mixing, Music, and Mods: 'Cyberpunk 2077' Audio Technical Pipelines</a>
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<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The music and mixing systems of Cyberpunk 2077 give Composers and Sound Designers the power to author their content, but also stands as a 'director' between the player and the multitude of audio cues that naturally emerge from the life of Night City. <br /> <br /> In this talk, Colin Walder, Engineering Director, Management & Audio, and Giuseppe Marano, Staff Engineer, Audio at CD PROJEKT RED, present an overview of the music and mixing tech developed for Cyberpunk 2077, and how creativity was put into the hands of the players through the audio modding system. They discuss the challenges involved in authoring dynamic transitions within a vast and dense open world, how to overcome the limitations of an area-based pipeline, and how to design a system that allows for injecting audio hooks into quests, scenes and dynamic encounters.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Audio</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="visual-arts">Visual Arts</h2>
<h4 id="-art-direction-summit-lights-of-dogtown-narrative-lighting-in-'cyberpunk-2077-phantom-liberty'"> <a href="https://schedule.gdconf.com/session/art-direction-summit-lights-of-dogtown-narrative-lighting-in-cyberpunk-2077-phantom-liberty/902259">Art Direction Summit: Lights of Dogtown: Narrative Lighting in 'Cyberpunk 2077: Phantom Liberty'</a>
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<p class="tooltip__content">
This session promises to be a journey that invites you to explore the historical process of crafting the Cyberpunk 2077 visual language through the interplay of light and color. Yet, it delves even deeper into the narrative-driven aspects of art-directing lighting within the 'Cyberpunk 2077: Phantom Liberty' world. Throughout this session, Jakub guides the audience through a process of gathering references, conducting in-depth analyses of the open world and quest narratives' unique requirements, and creating a coherent vision of per-location lighting. From there, Jakub transitions into the art of color scripting, an integral step that places a strong emphasis on evoking and enhancing the emotional impact of the game.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Art Direction Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-art-direction-summit-deciphering-dogtown-how-we-built-the-last-district-of-night-city"> <a href="https://schedule.gdconf.com/session/art-direction-summit-deciphering-dogtown-how-we-built-the-last-district-of-night-city/900533">Art Direction Summit: Deciphering Dogtown: How We Built the Last District of Night City</a>
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<i class="tooltip__icon">i</i>
<p class="tooltip__content">
This session brings the environmental art behind Dogtown closer to you. It shows how different that district is from Night City and with that, presents all the challenges this project had in store for us and how we overcame them. It goes through the process of creating Dogtown from a graybox phase up to a polished quality, and the improvement of the elements we were not very happy with in 'Cyberpunk 2077' from the environment art point of view. <br /> <br /> This talk also addresses technical pipelines and explain how we worked with Dogtown to create this heavily dense district in an optimized manner, going through how some of the pipelines were enough, yet others were improved quite a lot, and others created from scratch. Attendees will learn what lessons we drew from 'Cyberpunk 2077' and how we implemented that knowledge to create a better gaming experience
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Art Direction Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="independent-games">Independent Games</h2>
<h4 id="-independent-games-summit-critical!-combat-presentation-tools-for-'darkest-dungeon-ii'"> <a href="https://schedule.gdconf.com/session/independent-games-summit-critical-combat-presentation-tools-for-darkest-dungeon-ii/901432">Independent Games Summit: Critical! Combat Presentation Tools for 'Darkest Dungeon II'</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
Darkest Dungeon cast an intimidatingly large shadow over it's sequel with it's signature presentation style and strong visual identity. Darkest Dungeon II transitioned the series from 2D to 3D with the goal of maintaining the same distinctive visual style and presentation but pushing the bar as high as we could go. This talk will cover, in detail, the approaches, challenges, and trade-offs made in pursuing this goal. In particular, the challenge of achieving a robust presentation pipeline as one programmer with many artists to support. <br /> <br /> Discover how the visual communication of features was gravely important for keeping everyone on the same page. How rapid previsualization influenced the way tools were built for sequencing animations and visual effects. Missteps that caused wasted time and lessons learned. <br /> <br /> Aspiration unites the hopeful!
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Independent Games Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h2 id="other-roundtables">Other Roundtables</h2>
<p><br /></p>
<h4 id="-refactoring-systems-at-scale-roundtable-presented-by-the-igda"> <a href="https://schedule.gdconf.com/session/refactoring-systems-at-scale-roundtable-presented-by-the-igda/903109">Refactoring Systems at Scale Roundtable (Presented by the IGDA)</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
In the ever-evolving landscape of game development, maintaining and improving existing systems is as crucial as building new ones. Refactoring, the process of restructuring code to enhance readability, maintainability, and performance, becomes increasingly complex when working at scale. This technical roundtable delves into the challenges and best practices of refactoring large and intricate systems in game development, providing a platform for developers to exchange insights, strategies, and real-world experiences.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Advocacy</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-ai-roundtable-day-1-deep-dive-with-experts"> <a href="https://schedule.gdconf.com/session/ai-roundtable-day-1-deep-dive-with-experts/899046">AI Roundtable Day 1: Deep Dive with Experts</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The AI Roundtables session provides discussion-based sessions on Wednesday and Friday and a Q&A format session on Thursday. The Monday session starts with a discussion of machine learning versus regular game AI and then goes on to topics from the audience. The Thursday session is Q&A; bring questions and help answer questions and expect a larger number of topics to go by. The Friday session is completely driven by topics from the audience. The moderator helps to make sure that everyone gets a chance to speak and to keep the topics moving.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-external-development-outsourcing-roundtable-day-1"> <a href="https://schedule.gdconf.com/session/external-development-outsourcing-roundtable-day-1/899303">External Development (Outsourcing) Roundtable Day 1</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
External Development, or Outsourcing as it is commonly referred, plays a huge role in the game development industry and with it comes a huge amount of challenges. The External Development Roundtable is a moderated forum discussion surrounding external development topics which are mainly generated by the participants. Whether it's team/leadership buy-in, career growth, best practices, vendor relations, etc. this roundtable will provide a forum for questions, ideas and solutions from industry peers on the front lines of external development. Attendees from all experience levels and disciplines are welcome and will benefit from the discussion. Attendees are strongly encouraged to participate in the conversation.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-animation-roundtable-day-1"> <a href="https://schedule.gdconf.com/session/animation-roundtable-day-1/899334">Animation Roundtable Day 1</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The Animation Roundtable aims to bring all disciplines together under a common cause- how to best implement and improve the field of animation in game development. The following questions are among those that will be addressed: <br /> <br /> Where is the line between aesthetics and gameplay? Who should be directing the animation in a game? Who owns each part of the animation pipeline after export? How can all disciplines work together better, to bring the best looking and feeling animation to their game? What are the expectations of animation? Of the player? What new technologies are available or coming online that can help animators excel at their jobs, and what challenges will those technologies bring? What is your best tip or trick that you think everyone needs to hear? What mistakes have you made that you think others can learn from? How can we all give and take feedback better, from all disciplines? <br /> <br /> In addition, this roundtable discussion will focus on helping newcomers by dedicating the last part of each session to them, encouraging questions to help them get started (or jump-started!) in their animation careers.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-visual-effects-roundtable-day-1"> <a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-1/898639">Visual Effects Roundtable Day 1</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The tools and techniques of Real Time VFX have changed dramatically over the past few years. There are now extraordinarily powerful desktop GPUs, rapidly advancing mobile GPUs, compute shaders, complex particle sims, mesh-based effect techniques, and advanced post processing and compositing tools. The new consoles have matured and are showing what they're capable of, and VR/AR/XR continues to impact the industry. It's an incredible time in Real Time VFX. <br /> <br /> Join this roundtable to hear from other VFX artists, learn about their successes and failures, compare pie-in-the-sky ideas, and share your favorite tricks. <br /> <br /> Day 1: General topics and revisiting ground broken in the VFX Summit earlier in the week. (Jason Keyser and Gabriel Boileau) <br /> <br /> Day 2: VFX through an Artistic Lens, focusing on attendee questions about the artistic aspects of VFX. This may include art education (as students or veterans), art direction, and more. (Jason Keyser) <br /> <br /> Day 3: The Technical Lens for creating VFX, guiding the conversation through such as graph based effect authoring, effect lighting and optimization, new mesh based techniques, VR/AR/XR, and more. (Gabriel Boileau)
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-game-audio-programming-roundtable-day-1-game-integration"> <a href="https://schedule.gdconf.com/session/game-audio-programming-roundtable-day-1-game-integration/899288">Game Audio Programming Roundtable Day 1: Game Integration</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
Wednesday: 'Audio Programming Roundtable: Game Integration' <br /> This roundtable session will focus on tools and techniques for integrating with game engines. Topics will center around technology choices, game audio engine design, and tool design. Newbies and experts are welcome to come and share their wisdom. <br /> <br /> Thursday: 'Audio Programming Roundtable: Low-Level Topics' <br /> This roundtable session will focus on low-level topics such as DSPs and mixing. Topics will center around algorithms, interesting effects to implement, and integrating those effects into workflows. Newbies and experts are welcome to come and share their wisdom. <br /> <br /> Friday: 'Audio Programming Roundtable: Free-for-all' <br /> In this roundtable session we will cover any topics that we didn't get to in the previous two days. We will also have a Q&A session where your questions can be answered by expert audio programmers. Newbies and experts are welcome to come and share their wisdom.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Audio</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-visual-effects-roundtable-day-2"> <a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-2/903340">Visual Effects Roundtable Day 2</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The tools and techniques of Real Time VFX have changed dramatically over the past few years. There are now extraordinarily powerful desktop GPUs, rapidly advancing mobile GPUs, compute shaders, complex particle sims, mesh-based effect techniques, and advanced post processing and compositing tools. The new consoles have matured and are showing what they're capable of, and VR/AR/XR continues to impact the industry. It's an incredible time in Real Time VFX. <br /> <br /> Join this roundtable to hear from other VFX artists, learn about their successes and failures, compare pie-in-the-sky ideas, and share your favorite tricks. <br /> <br /> VFX through an Artistic Lens, focusing on attendee questions about the artistic aspects of VFX. This may include art education (as students or veterans), art direction, and more.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-external-development-outsourcing-roundtable-day-2"> <a href="https://schedule.gdconf.com/session/external-development-outsourcing-roundtable-day-2/903291">External Development (Outsourcing) Roundtable Day 2</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
External Development, or Outsourcing as it is commonly referred, plays a huge role in the game development industry and with it comes a huge amount of challenges. The External Development Roundtable is a moderated forum discussion surrounding external development topics which are mainly generated by the participants. Whether it's team/leadership buy-in, career growth, best practices, vendor relations, etc. this roundtable provides a forum for questions, ideas and solutions from industry peers on the front lines of external development. Attendees from all experience levels and disciplines are welcome and can benefit from the discussion. Attendees are strongly encouraged to participate in the conversation.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-animation-roundtable-day-2"> <a href="https://schedule.gdconf.com/session/animation-roundtable-day-2/903344">Animation Roundtable Day 2</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The Animation Roundtable aims to bring all disciplines together under a common cause- how to best implement and improve the field of animation in game development. The following questions are among those that will be addressed: <br /> <br /> Where is the line between aesthetics and gameplay? Who should be directing the animation in a game? Who owns each part of the animation pipeline after export? How can all disciplines work together better, to bring the best looking and feeling animation to their game? What are the expectations of animation? Of the player? What new technologies are available or coming online that can help animators excel at their jobs, and what challenges will those technologies bring? What is your best tip or trick that you think everyone needs to hear? What mistakes have you made that you think others can learn from? How can we all give and take feedback better, from all disciplines? <br /> <br /> In addition, this roundtable discussion focuses on helping newcomers by dedicating the last part of each session to them, encouraging questions to help them get started (or jump-started!) in their animation careers.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-animation-roundtable-day-3"> <a href="https://schedule.gdconf.com/session/animation-roundtable-day-3/903345">Animation Roundtable Day 3</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The Animation Roundtable aims to bring all disciplines together under a common cause- how to best implement and improve the field of animation in game development. The following questions are among those that will be addressed: <br /> <br /> Where is the line between aesthetics and gameplay? Who should be directing the animation in a game? Who owns each part of the animation pipeline after export? How can all disciplines work together better, to bring the best looking and feeling animation to their game? What are the expectations of animation? Of the player? What new technologies are available or coming online that can help animators excel at their jobs, and what challenges will those technologies bring? What is your best tip or trick that you think everyone needs to hear? What mistakes have you made that you think others can learn from? How can we all give and take feedback better, from all disciplines? <br /> <br /> In addition, this roundtable discussion focuses on helping newcomers by dedicating the last part of each session to them, encouraging questions to help them get started (or jump-started!) in their animation careers.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-ai-roundtable-day-3-open-discussion"> <a href="https://schedule.gdconf.com/session/ai-roundtable-day-3-open-discussion/903095">AI Roundtable Day 3: Open Discussion</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The AI Roundtables provides discussion-based sessions on Wednesday and Friday and a Q&A format session on Thursday. The Monday session starts with a discussion of machine learning versus regular game AI and then goes on to topics from the audience. The Thursday session is Q&A; bring questions and help answer questions and expect a larger number of topics to go by. The Friday session is completely driven by topics from the audience. The moderator helps to make sure that everyone gets a chance to speak and to keep the topics moving.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-visual-effects-roundtable-day-3"> <a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-3/903341">Visual Effects Roundtable Day 3</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
The tools and techniques of Real Time VFX have changed dramatically over the past few years. There are now extraordinarily powerful desktop GPUs, rapidly advancing mobile GPUs, compute shaders, complex particle sims, mesh-based effect techniques, and advanced post-processing and compositing tools. The new consoles have matured and are showing what they're capable of, and VR/AR/XR continues to impact the industry. It's an incredible time in Real Time VFX. <br /> <br /> Join this roundtable to hear from other VFX artists, learn about their successes and failures, compare pie-in-the-sky ideas, and share your favorite tricks. <br /> <br /> The Technical Lens for creating VFX, guiding the conversation through such as graph based effect authoring, effect lighting and optimization, new mesh based techniques, VR/AR/XR, and more.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<hr />
<h2 id="commercial-game-engines">Commercial Game Engines</h2>
<p><br /></p>
<h4 id="-state-of-unreal-presented-by-epic-games"> <a href="https://schedule.gdconf.com/session/state-of-unreal-presented-by-epic-games/903747">State of Unreal (Presented by Epic Games)</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
Join us for a first look at what's in store for the future of game development. Learn about the latest advancements in our tools, hear news from our partners, and find out how you can take even more advantage of Epic's ecosystem.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Special Event</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-uefn-roadmap-presented-by-epic-games"> <a href="https://schedule.gdconf.com/session/uefn-roadmap-presented-by-epic-games/903285">UEFN Roadmap (Presented by Epic Games)</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
Join us as we share the current state of Unreal Editor for Fortnite (UEFN) and discuss future development plans. This presentation will guide developers and studios through the latest capabilities they can leverage to engage the Fortnite audience. It will include tips on how to get started within the Fortnite Ecosystem, as well as discussing current limitations.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-verse-update-presented-by-epic-games"> <a href="https://schedule.gdconf.com/session/verse-update-presented-by-epic-games/903280">Verse Update (Presented by Epic Games)</a>
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A look at the latest Verse features and what's coming soon to the language and framework.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-using-uefn-to-build-new-genres-presented-by-epic-games"> <a href="https://schedule.gdconf.com/session/using-uefn-to-build-new-genres-presented-by-epic-games/903273">Using UEFN to Build New Genres (Presented by Epic Games)</a>
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Join us as we discuss building new genres in Fortnite by leveraging UEFN features to expand the Fortnite Ecosystem. Explore new and upcoming tools through sample projects and community highlights. Leave feeling inspired to build games that look and feel unique.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-advanced-uefn-features-presented-by-epic-games"> <a href="https://schedule.gdconf.com/session/advanced-uefn-features-presented-by-epic-games/903284">Advanced UEFN Features (Presented by Epic Games)</a>
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A look inside the new advanced UEFN features workflows and Verse APIs, which dramatically expand the power users have to construct content in UEFN.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-unity-developer-summit-unity-6-and-beyond-a-roadmap-of-unity-engine-and-services-presented-by-unity"> <a href="https://schedule.gdconf.com/session/unity-developer-summit-unity-6-and-beyond-a-roadmap-of-unity-engine-and-services-presented-by-unity/903541">Unity Developer Summit: Unity 6 and Beyond: A Roadmap of Unity Engine and Services (Presented by Unity)</a>
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This is the can't-miss session of GDC 2024. Join Unity to discover the latest developments in the Unity Engine and how they're supported through additional tools and services to maximize your creative freedom and efficiency, while enabling you to produce gorgeous, immersive games that will wow players over and over. <br /> <br /> In just an hour, we show you how to achieve fantastic graphics fidelity and flexibility through rendering pipelines, shader/VFX Graph, and AI tools like Muse. In addition, with new tools like Multiplayer Center and Multiplayer Playmode, you get a head start on streamlining your multiplayer development. And of course we haven't forgotten that a lot of you work in teams, so learn about some great collaboration tools such as Unity Cloud (with Azure) and Muse project-aware chat. Finally, we know it's all about platform reach – so we have you covered there, too.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-unity-developer-summit-crafting-beautiful-natural-environments-with-unity-and-speedtree-presented-by"> <a href="https://schedule.gdconf.com/session/unity-developer-summit-crafting-beautiful-natural-environments-with-unity-and-speedtree-presented-by-unity/903626">Unity Developer Summit: Crafting Beautiful Natural Environments with Unity and SpeedTree (Presented by Unity)</a>
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Have you seen The oasis, our photorealistic URP sample? Go behind the scenes with the experts that crafted it and learn new ways to create eye-catching environments, ranging from vegetation to sky. This session walks you through how the shaders were made, how to create a beautiful sky, and how to build a Sago Palm including procedural structure and leaf canopy clusters.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-unity-developer-summit-20-productivity-hacks-to-make-you-a-unity-ace-presented-by-unity"> <a href="https://schedule.gdconf.com/session/unity-developer-summit-20-productivity-hacks-to-make-you-a-unity-ace-presented-by-unity/903629">Unity Developer Summit: 20 Productivity Hacks to Make You a Unity Ace (Presented by Unity)</a>
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Ready to up your productivity and make you and your team run as an efficient, well-oiled game-creation machine? Then this session is for you. It's packed with at least 20 hacks, tips, and tricks to get the most out of the Unity Editor and Runtime. You learn how to use Frame Debugger, profilers, and device simulators as well as how to set up custom hotkeys, advanced search and query building in-Editor, splines, object pooling, Muse Chat, material variants, and more. Don't miss this – you may find that gem of a trick to accelerate your workflows more than you could have imagined.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Career Development</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-unity-developer-summit-unity-muse-accelerating-prototyping-in-the-unity-editor-with-ai-presented-by-"> <a href="https://schedule.gdconf.com/session/unity-developer-summit-unity-muse-accelerating-prototyping-in-the-unity-editor-with-ai-presented-by-unity/903630">Unity Developer Summit: Unity Muse: Accelerating Prototyping in the Unity Editor with AI (Presented by Unity)</a>
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In this session, learn how Unity Muse – a collection of AI-powered capabilities – helps make creating in the Unity Editor faster, less complex, and more flexible. With natural-language prompts, you can chat to produce usable code, troubleshoot issues, and enhance your scenes with generative art, textures, animations, and much more. Get ready to enhance your current workflows and speed prototyping with Unity Muse directly in the Unity Editor.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-unity-developer-summit-bring-order-to-dam-content-chaos-with-unity-cloud-presented-by-unity"> <a href="https://schedule.gdconf.com/session/unity-developer-summit-bring-order-to-dam-content-chaos-with-unity-cloud-presented-by-unity/903635">Unity Developer Summit: Bring Order to DAM Content Chaos with Unity Cloud (Presented by Unity)</a>
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Its expensive to create and challenging to transform 3D content across multiple pipelines and applications. Just finding and using the right content can be a huge source of lost time and broken workflows. In this session, we discuss the unique challenges of 3D digital asset management (DAM) and how the new Unity Asset Manager can help organize your content across the studio and get great-looking games to market faster.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<hr />
<h2 id="design">Design</h2>
<h4 id="-level-design-summit-urban-planning-in-games"> <a href="https://schedule.gdconf.com/session/level-design-summit-urban-planning-in-games/902010">Level Design Summit: Urban Planning in Games</a>
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This session goes through all the basic steps of city creation. It explains why urban planning is important for game environments and how it can be useful for creating readable and distinguished urban space. The talk also helps to understand how to transfer from a real city to a game city, whether this is a realistic city or a fictional one. Everything that is said in this talk works both for big open world cities in AAA projects and smaller non-open world cities with linear gameplay.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Level Design Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-level-design-summit-building-before-'blockout'-better-communicating-your-design-before-placing-block"> <a href="https://schedule.gdconf.com/session/level-design-summit-building-before-blockout-better-communicating-your-design-before-placing-blocks/902427">Level Design Summit: Building Before 'Blockout': Better Communicating Your Design Before Placing Blocks</a>
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This session will cover techniques that designers can use to improve how they communicate their designs. <br /> <br /> The session will begin with a brief introduction to the speaker, a few situations a designer might find themselves in, and a touch on how all design, including level design, is the ability to communicate ideas to an audience. <br /> <br /> We'll then dive into a short description of how the speaker has developed their own personal list of materials they use to better communicate their ideas. <br /> <br /> Each material will be presented with a problem space to solve, the visuals and/or text that a designer can utilize to solve it, and applications of said visuals or text. <br /> <br /> Once all materials are covered, an example level will be shown that was built using the techniques shared. <br /> <br /> The speaker will close the session with questions.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Level Design Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-level-design-summit-hyper-modular-structures-sins-of-a-level-designer"> <a href="https://schedule.gdconf.com/session/level-design-summit-hyper-modular-structures-sins-of-a-level-designer/902031">Level Design Summit: Hyper-Modular Structures: Sins of a Level Designer</a>
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The shortcomings and challenges of modular workflow for large-scale map production are often overlooked in favor of its alluring ease of execution and in-built optimization. This session aims to highlight the difficulties of adopting a modular workflow for relatively smaller and inexperienced teams and demystify some of the unrealistic expectations that come with it. <br /> <br /> Investing a significant amount of time into engine tooling, runtime optimizations, and project maintenance utilities, the returns aren't always justifiable for the resources put into it.
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Level Design Summit</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-prototyping-games-in-figma-leveraging-variables-and-expressions"> <a href="https://schedule.gdconf.com/session/prototyping-games-in-figma-leveraging-variables-and-expressions/899649">Prototyping Games in Figma: Leveraging Variables and Expressions</a>
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In this talk, I will present a tech demo that pushes the limit of Figma's new features, including variables, logic, and formulas. With Figma's new features, we will essentially be using Figma like a more powerful Twine. Prototypes can be easily strung together into a series of mockups that animate, follow logic, and imitate real-time interactions. This is especially useful for artists who want to design games, since the software is a lot like Photoshop or Illustrator.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<hr />
<h2 id="production--leadership">Production & Leadership</h2>
<h4 id="-cinematic-workflow-and-pipeline-of-'final-fantasy-xvi'"> <a href="https://schedule.gdconf.com/session/cinematic-workflow-and-pipeline-of-final-fantasy-xvi/899235">Cinematic Workflow and Pipeline of 'FINAL FANTASY XVI'</a>
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Good workflow and pipeline are essential in the development of AAA titles. This session explains the steps to design the workflow and pipeline for FINAL FANTASY XVI. <br /> <br /> Eitaro Iwabuchi, Lead Technical Artist at Square Enix Co., Ltd., details the method of transferring data from MotionBuilder to Maya and the tools utilized to support their workflow. The workflow is designed with a combination of tools that have been used internally for other projects and tools that were developed from scratch exclusively for this project. <br /> <br /> Other specialized tools used for the making of cut scenes, systems for voice placement, and tools for cameras creation will be covered—and concludes with the data flow and their progress management method with a customized ShotGrid API.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-the-pillars-of-hell-achieving-the-artistic-vision-of-'diablo-iv'"> <a href="https://schedule.gdconf.com/session/the-pillars-of-hell-achieving-the-artistic-vision-of-diablo-iv/902745">The Pillars of Hell: Achieving the Artistic Vision of 'Diablo IV'</a>
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This talk is dedicated to giving an inside look into the Art Direction of Diablo IV and how the Diablo art team developed a shared vision for one of the biggest games of 2023. This talk features John Mueller, Art Director for Diablo IV. He shares 5 processes utilized by the team to engage and grow a shared vision for one of gaming's biggest franchises.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<h4 id="-leaders-working-at-the-heart-of-the-team-2024"> <a href="https://schedule.gdconf.com/session/leaders-working-at-the-heart-of-the-team-2024/902575">Leaders Working at the Heart of the Team 2024</a>
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Join four industry leaders as we explore leadership in four quick 10 minute microtalks. This years talks will cover: Studio Culture, The Artist-Art Director-Creative Director Pipeline, Leading with Empathy: Finding the Balance Between Being Human and a Leader, and Cross Discipline Equality: How to Generate Innovative Ideas and Solutions.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-building-the-'minecraft'-creator-platform-block-by-block"> <a href="https://schedule.gdconf.com/session/building-the-minecraft-creator-platform-block-by-block/899253">Building the 'Minecraft' Creator Platform Block-by-Block</a>
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Minecraft has a long history of user-generated content and has formally supported Add-Ons on the Bedrock product since 2015 which enabled the Minecraft Marketplace to launch. With over $500 million in gross revenue and more than 1.7 billion downloads since 2015, hundreds of professional creators have built a career making content that engages our player-base. This session explores the platform's journey since 2020, discussing the development of its formal Creator API, tooling solutions, new gameplay features, and how we've evolved community engagement. We'll chart the creator's evolution from player to hobbyist to professional and discuss how Mojang Studios is supporting creators' evolving needs.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Leadership</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Tool UX/UI Designe</li>
</ul>
<p><br /></p>
<p><br /></p>
<h4 id="-not-just-a-task-tracker-roundtable-resolving-conflict-and-increasing-team-productivity-as-a-producer"> <a href="https://schedule.gdconf.com/session/not-just-a-task-tracker-roundtable-resolving-conflict-and-increasing-team-productivity-as-a-producer-presented-by-the-igda/903255">Not Just a Task Tracker Roundtable: Resolving Conflict and Increasing Team Productivity as a Producer (Presented by the IGDA)</a>
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As a game producer, you wear many hats, and one of the most critical roles is that of a mediator and motivator. Conflict resolution and fostering team productivity are crucial aspects of game production that often go hand-in-hand. In this roundtable, we explore strategies, tools, and best practices for producers to navigate conflicts, boost team morale, and enhance overall productivity, drawing from the collective wisdom and experiences of game producers in the industry.
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Advocacy</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Integration Engineer</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<hr />
<h2 id="sponsored-sessions">Sponsored Sessions</h2>
<p><br /></p>
<h4 id="-real-time-content-creation-with-path-tracing-visuals-in-ue5-presented-by-nvidia"> <a href="https://schedule.gdconf.com/session/real-time-content-creation-with-path-tracing-visuals-in-ue5-presented-by-nvidia/903308">Real-Time Content Creation with Path Tracing Visuals in UE5 (Presented by NVIDIA)</a>
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The session presents RTX features and how they impact content creation in UE5. We will cover technical aspects of real-time path-traced direct lighting and how it is leveraged with Lumen enhancements and optimizations to obtain fully dynamic scenes.
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</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<p><br /></p>
<h4 id="-next-gen-tech-forum-own-your-creative-power-ai-workflows-that-accelerate-production-&-respect-artist"> <a href="https://schedule.gdconf.com/session/next-gen-tech-forum-own-your-creative-power-ai-workflows-that-accelerate-production-respect-artists-process-presented-by-invoke/903124">Next-Gen Tech Forum: Own Your Creative Power: AI Workflows that Accelerate Production & Respect Artists' Process (Presented by Invoke)</a>
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This session will explore the impact of integrating AI image generation into existing creative workflows for game development. We will demonstrate how AI image generation technology can be securely incorporated into production pipelines, while providing artists and designers the same level of creative freedom and control that they are accustomed to. We will showcase practical examples from creative teams who are leveraging their own proprietary content and intellectual property. <br /> <br /> Additionally, we will address critical ethical and legal issues such as the use of copyrighted material, the automation of creative tasks, and implications for job security within the industry. This session aims to offer a balanced perspective, demonstrating how AI can be a powerful tool in the creative process while acknowledging and addressing the challenges it presents.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Special Event</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<h4 id="-next-gen-tech-forum-reimagine-the-future-of-gaming-with-google-ai-presented-by-google"> <a href="https://schedule.gdconf.com/session/next-gen-tech-forum-reimagine-the-future-of-gaming-with-google-ai-presented-by-google/903410">Next-Gen Tech Forum: Reimagine the Future of Gaming with Google AI (Presented by Google)</a>
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Join us for a keynote from Google's leading AI minds as they delve into the transformative applications of Generative AI in the gaming landscape. This session brings together senior executives from Google Cloud, Google Play, and Labs, offering unique perspectives from across the gaming ecosystem, development and business management lifecycle. <br /> <br /> This 1 hour session includes: <br /> - A Fireside Chat with Google's Cloud, Play, and Labs AI experts <br /> - Open Source AI development tool overview for games including Keras, TensorFlow, JAX, and more <br /> - Introduction of Google Cloud Gen AI services supporting scalable architecture and quick-to-deploy design patterns for games
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<p><br /></p>
<h4 id="-google-developer-summit-building-multiplatform-games-with-flutter-presented-by-google"> <a href="https://schedule.gdconf.com/session/google-developer-summit-building-multiplatform-games-with-flutter-presented-by-google/903077">Google Developer Summit: Building Multiplatform Games with Flutter (Presented by Google)</a>
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<i class="tooltip__icon">i</i>
<p class="tooltip__content">
Today, Flutter is used in more than 1M apps from small studios to large companies like Lotem and PUBG who are building beautiful, natively compiled, multi-platform applications from a single codebase. Casual games have become a big part of the Flutter ecosystem with the Casual Games Toolkit, a collection of free and open source tools, templates, and resources to make game dev more productive with Flutter.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<p><br /></p>
<h4 id="-build-the-next-break-out-game-with-helix-core-cloud'-–-turnkey-version-control-for-teams-under-50-pr"> <a href="https://schedule.gdconf.com/session/build-the-next-break-out-game-with-helix-core-cloud-turnkey-version-control-for-teams-under-50-presented-by-perforce/903266">Build the Next Break Out Game with Helix Core Cloud' – Turnkey Version Control for Teams Under 50 (Presented by Perforce)</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
Whether you're an indie team of three or a mid-sized studio, building a game today means dealing with expanding dimensions of scale, such as large file sizes and number of assets. <br /> <br /> Scalable version control is a necessity for efficient development and global collaboration, but it can be hard for small teams to get up and running. That's why Perforce launched Helix Core Cloud — a Perforce-managed and hosted offering of their industry-leading version control platform, Helix Core. <br /> <br /> In this talk, Perforce CTO Brad Hart will introduce Helix Core Cloud and provide a primer on what scalable version control means within the context of digital creation efficiency and the changing landscape of game development.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<p><br /></p>
<h4 id="-using-ai-to-bring-your-game-characters-to-life-presented-by-nvidia"> <a href="https://schedule.gdconf.com/session/using-ai-to-bring-your-game-characters-to-life-presented-by-nvidia/903305">Using AI To Bring Your Game Characters To Life (Presented by NVIDIA)</a>
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<i class="tooltip__icon">i</i>
<p class="tooltip__content">
NVIDIA has created AI models which are ideal for the implementation of Smart NPCs in games. In this session we'll present NVIDIA's Audio To Face technology, which uses AI to generate facial animation based on speech input as audio – especially useful in real-time for games where dialogue and speech are synthesized, not pre-canned. We'll explain how anyone developing smart NPC tools or experiences in Unity can integrate A2F in their own projects via new plugins.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<p><br /></p>
<h4 id="-advances-in-ray-tracing-developer-tools-presented-by-nvidia"> <a href="https://schedule.gdconf.com/session/advances-in-ray-tracing-developer-tools-presented-by-nvidia/903536">Advances in Ray Tracing Developer Tools (Presented by NVIDIA)</a>
<div class="tooltip">
<i class="tooltip__icon">i</i>
<p class="tooltip__content">
As Ray Tracing continues to propel photorealistic rendering to new heights, the tools that drive this development have become more complex and powerful. In this session, we'll look at the improvements that have been made over the past year to tools like Nsight Graphics and Nsight Aftermath that help streamline your workflow and deliver breathtaking experiences to gamers worldwide. For the first time you'll see the brand new Ray Tracing Shader Debugger in action. There will also be a real world example of how the Shader Profiler has helped to profile and optimize complex ray tracing shaders by the NVIDIA DevTech pros.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<p><br /></p>
<h4 id="-the-ai-revolution-an-expert-led-discussion-on-generative-ai's-potential-in-gaming-presented-by-epam"> <a href="https://schedule.gdconf.com/session/the-ai-revolution-an-expert-led-discussion-on-generative-ais-potential-in-gaming-presented-by-epam/902884">The AI Revolution: An Expert-led Discussion on Generative AI's Potential in Gaming (Presented by EPAM)</a>
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<i class="tooltip__icon">i</i>
<p class="tooltip__content">
Want to discover how AI technology is revolutionizing the gaming industry? AI's impact extends beyond immersive gameplay and lifelike characters; it enhances personalization, optimizes game development and provides secure gaming experiences. <br /> Hear from executive leaders in the gaming space about the impact of generative AI in key areas such as game production, productivity and content. This panel offers a deep dive into how Gen AI is reshaping game development, enhancing creative processes and revolutionizing player experiences. <br /> This conversation is a must-attend for developers, designers and strategists eager to stay at the forefront of gaming innovation. Embrace the chance to learn, question and connect with the pioneers at the helm of the gaming revolution.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Business & Marketing</li>
</ul>
<p><br /></p>
<h4 id="-game-optimization-with-the-radeon™-developer-tool-suite-and-shader-instrumentation-with-gpu-reshape-"> <a href="https://schedule.gdconf.com/session/game-optimization-with-the-radeon-developer-tool-suite-and-shader-instrumentation-with-gpu-reshape-presented-by-amd/903032">Game Optimization With The Radeon™ Developer Tool Suite, and Shader Instrumentation With GPU Reshape (Presented by AMD)</a>
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<i class="tooltip__icon">i</i>
<p class="tooltip__content">
In this two-part session, we will first present the latest enhancements in the Radeon Developer Tool Suite, a rich set of GPU profilers and analyzers and a recently-added GPU crash analysis tool. We will show how developers can use the tools to optimize game performance and get insights into how games are running on AMD Radeon GPUs. We will also present a completely redesigned Radeon Developer Panel and show how it can be used to quickly obtain the data to feed into the other tools in the suite. <br /> Next, Miguel (Striking Distance Studios) will present GPU Reshape, a just-in-time instrumentation framework with instruction level validation of shader operations. We discuss the challenges with instrumenting across multiple intermediate representations, and how a unified model was achieved through a custom intermediate language featuring seamless bi-directional translation. We'll take a deep dive into current validation methodologies and what the future of instrumentation may look like.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<p><br /></p>
<h4 id="-branch-smarter-to-build-award-winning-games-with-perforce helix-core-presented-by-perforce"> <a href="https://schedule.gdconf.com/session/branch-smarter-to-build-award-winning-games-with-perforcehelix-core-presented-by-perforce/903079">Branch Smarter to Build Award Winning Games with Perforce Helix Core (Presented By Perforce)</a>
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Building an award-winning game is complicated; your branching strategy shouldn't be. With projects spanning thousands-to-millions of files, limitations of your versioning system should not dictate how you set up your branches or make you think twice about implementing methodologies such as 'branch per bug.' Perforce Streams helps teams keep things simple, allowing you to design and automate development and release processes in Helix Core. In a recent survey, 73% of organizations agreed that Helix Core is best-in-class for visualizing your development workflow and preventing common issues like merge conflicts or broken builds. Streams easily organizes changes throughout your project's lifecycle, guiding teams through branching and merging with no external tools or scripts required. In this talk, we'll introduce a new way to achieve lightweight branching via Sparse Streams. This latest feature in Helix Core will enable your team to branch smarter to build better games, significantly reducing the amount of metadata produced. With benefits like increased developer velocity and lower data storage requirements, Sparse Streams solves the need for lightweight branching for both development and release scenarios. Join Director of Product Management, Brent Schiestl and Senior Software Engineer, David Lewak as they demonstrate how lightweight branching can: -Save your team time and resources. -Significantly reduce the amount of data stored per branch. -Quickly add new branches without paying the metadata population cost.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">QA</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<p><br /></p>
<h4 id="-qa-bots-for-everyone-presented-by-modl.ai"> <a href="https://schedule.gdconf.com/session/qa-bots-for-everyone-presented-by-modlai/903751">QA Bots for Everyone (Presented by modl.ai)</a>
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Traditionally, Quality Assurance (QA) in the gaming industry hasn't had access to sufficient tools and technology. In this presentation, Christoffer Holmgåd will discuss some of the most pressing automation needs identified by QA teams. He will also share two case studies of how Rogue Snail and Die Gute Fabrik used AI to automate game playing for an action game and a narrative game, respectively. The presentation will dive into common QA challenges that automation can address and the implementation of game-playing AI bots. Additionally, it will explore the resulting impact on the game development process.
</p>
</div>
</h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Leadership</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<p><br /></p>
<hr />
<hr />
<p>Check out the other guides from previous years:</p>
<ul>
<li><a href="https://thetoolsmiths.org/2023/03/17/gdc-2023-toolsmiths-guide/">Toolsmiths GDC 2023 Guide</a></li>
<li><a href="https://thetoolsmiths.org/2022/03/18/gdc-2022-toolsmiths-guide/">Toolsmiths GDC 2022 Guide</a></li>
<li><a href="https://thetoolsmiths.org/2019/03/06/gdc-2019-toolsmiths-guide/">Toolsmiths GDC 2019 Guide</a></li>
<li><a href="https://thetoolsmiths.org/2018/02/26/gdc-2018-toolsmiths-guide/">Toolsmiths GDC 2018 Guide</a></li>
</ul>
Toolsmiths GDC 2023 Guide2023-03-17T00:00:00+00:00http://TheToolsmiths.github.io/2023/03/17/gdc-2023-toolsmiths-guide<p>At GDC 2023, you’ll find yourself searching in a vast ocean of over 700 sessions, tutorials, and events. While 386 of these contain the coveted keyword “tool,” (or other variants), sorting through them all to pinpoint the ones that cater to your needs can be quite a daunting task. On this page, you will find a compiled and curated list of sessions that will serve as your ultimate Tools dev guide to navigating the waters of GDC 2023. Whether you’re attending in person or planning to watch the latest session on the GDC Vault, this list will ensure that you make the most out of your GDC 2023 experience.</p>
<p><code class="language-plaintext highlighter-rouge">Note</code>: <strong>Some talks that are mentioned here are not 100% tool-centered, but in any case, can provide inspiration and a different perspective. Understanding how the users of our tools work is paramount for the success of our tools.</strong></p>
<p>If you don’t have a lot of time or just want Game Dev Tool-centered sessions - don’t miss the <code class="language-plaintext highlighter-rouge">Tools Summit</code>, <code class="language-plaintext highlighter-rouge">Tools Roundtables</code>, and <code class="language-plaintext highlighter-rouge">Tools Design Roundtables</code>.
These sessions are organized by <a href="https://mastodon.gamedev.place/@gorlak">Geoff Evans</a>, <a href="https://twitter.com/RYStorm">Robin-Yann Storm</a>, and <a href="https://twitter.com/davidlightbown">David Lightbown</a> to bring you the best Tool Centered Talks and Discussions from experts around the industry.</p>
<h4 id="key-words--key-roles">Key Words & Key Roles</h4>
<p>I have tried to make navigating this list easier by providing helper labels that will hint what Tool Developer roles might be interested in this session.
Just use the find feature of your web browser and type one of the following key terms.</p>
<p>Here is the list of roles that you can use to search:</p>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p>Furthermore, you can search the list by using the following keywords:</p>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> VFX</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Production</li>
</ul>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> AI</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Machine Learning</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<h4 id="how-to-use-this-list">How to use this list</h4>
<ul>
<li>If you are going to GDC, you can follow the links in the list below to create a schedule for yourself. Alternatively, if you already have a plan, you can check and make sure you don’t miss out on anything you would enjoy.</li>
<li>If you are not going, you can still look forward to watching sessions that you want to see in the GDC Vault.</li>
</ul>
<p>Sessions marked with Toolsmiths icon - <img src="https://thetoolsmiths.org/favicon.ico" /> point to sessions that you should consider going to because you are 100% guaranteed to find insight as a Tools Developer.</p>
<p>I’m sure that you can find a session that will inspire you to make something great!</p>
<p><br /></p>
<hr />
<h3 id="tools-summit-day-full-day">Tools Summit Day (Full Day)</h3>
<h4 id="-tools-summit-tools-to-build-a-world-in-one-day"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-tools-to-build-a-world-in-one-day/891874">Tools Summit: Tools to Build a World in One Day</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Tools Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-how-fortnite-designers-made-their-own-tools"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-how-fortnite-designers-made-their-own-tools/892299">Tools Summit: How ‘Fortnite’ Designers Made Their Own Tools</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Tools Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-cosmonious-high-case-study-of-seret-building-a-custom-vo-system"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-cosmonious-high-case-study-of-seret-building-a-custom-vo-system/892122">Tools Summit: Cosmonious High Case Study of Seret: Building a Custom VO System</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Tools Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-speecheditor-a-versatile-tool-to-edit-speech-with-low-resources"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-speecheditor-a-versatile-tool-to-edit-speech-with-low-resources/891410">Tools Summit: SpeechEditor: A Versatile Tool to Edit Speech with Low Resources</a></h4>
<ul class="inline">
<li class="tag_box_v2">Tools Summit</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-managing-source-content-for-overwatch-2"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-managing-source-content-for-overwatch-2/893394">Tools Summit: Managing Source Content for ‘Overwatch 2’</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Tools Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-testmonkey-automated-testing-at-santa-monica-studio"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-testmonkey-automated-testing-at-santa-monica-studio/893237">Tools Summit: TestMonkey: Automated Testing at Santa Monica Studio</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Tools Summit</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<hr />
<h3 id="roundtables">Roundtables</h3>
<h4 id="-tools-roundtable-day-1-assets"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-1-assets/890634">Tools Roundtable Day 1: Assets</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-roundtable-day-2-pipeline"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-2-pipeline/894287">Tools Roundtable Day 2: Pipeline</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-roundtable-day-3-workflow"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-3-workflow/894288">Tools Roundtable Day 3: Workflow</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr style="border-top:1px solid #eeeeee2b; border-bottom:1px solid #eeeeee2b" />
<h4 id="-tool-design-roundtable-day-1-design"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tool-design-roundtable-day-1-design/890910">Tool Design Roundtable Day 1: Design</a></h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="-tool-design-roundtable-day-2-production"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tool-design-roundtable-day-2-production/894286">Tool Design Roundtable Day 2: Production</a></h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<hr style="border-top:1px solid #eeeeee2b; border-bottom:1px solid #eeeeee2b" />
<h4 id="technical-artist-roundtable-day-1"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-1/890676">Technical Artist Roundtable Day 1</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-roundtable-day-2"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-2/894284">Technical Artist Roundtable Day 2</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-roundtable-day-3"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-3/894285">Technical Artist Roundtable Day 3</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr style="border-top:1px solid #eeeeee2b; border-bottom:1px solid #eeeeee2b" />
<h4 id="automated-testing-roundtable-day-1-process"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-1-process/889923">Automated Testing Roundtable Day 1: Process</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-roundtable-day-2-legacy"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-2-legacy/894272">Automated Testing Roundtable Day 2: Legacy</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tools QA</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-roundtable-day-3-implementation"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-3-implementation/894273">Automated Testing Roundtable Day 3: Implementation</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tools QA</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<hr style="border-top:1px solid #eeeeee2b; border-bottom:1px solid #eeeeee2b" />
<h4 id="visual-effects-roundtable-day-1-general"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-1-general/889132">Visual Effects Roundtable Day 1: General</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="visual-effects-roundtable-day-2-artistic-lens"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-2-artistic-lens/894289">Visual Effects Roundtable Day 2: Artistic Lens</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="visual-effects-roundtable-day-3-technical-lens"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-3-technical-lens/894290">Visual Effects Roundtable Day 3: Technical Lens</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<hr style="border-top:1px solid #eeeeee2b; border-bottom:1px solid #eeeeee2b" />
<h4 id="game-art-in-the-age-of-ai-roundtable-presented-by-the-igda"><a href="https://schedule.gdconf.com/session/game-art-in-the-age-of-ai-roundtable-presented-by-the-igda/894061">Game Art in the Age of AI Roundtable (Presented by the IGDA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Advocacy</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="open-source-and-disruption-in-the-game-industry-roundtable-presented-by-the-igda"><a href="https://schedule.gdconf.com/session/open-source-and-disruption-in-the-game-industry-roundtable-presented-by-the-igda/894077">Open Source and Disruption in the Game Industry Roundtable (Presented by the IGDA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Advocacy</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="technical-leadership-roundtable-soft-skills-for-hard-problems-presented-by-the-igda"><a href="https://schedule.gdconf.com/session/technical-leadership-roundtable-soft-skills-for-hard-problems-presented-by-the-igda/894074">Technical Leadership Roundtable: Soft Skills for Hard Problems (Presented by the IGDA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Advocacy</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="audio-programming-roundtable-day-1-game-integration"><a href="https://schedule.gdconf.com/session/audio-programming-roundtable-day-1-game-integration/890258">Audio Programming Roundtable Day 1: Game Integration</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Audio</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="external-development-outsourcing-roundtable-day-1"><a href="https://schedule.gdconf.com/session/external-development-outsourcing-roundtable-day-1/889304">External Development (Outsourcing) Roundtable Day 1</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="ux">UX</h3>
<h4 id="ux-summit-biometrics-novel-tools-methodologies-and-practices"><a href="https://schedule.gdconf.com/session/ux-summit-biometrics-novel-tools-methodologies-and-practices/891440">UX Summit: Biometrics: Novel Tools, Methodologies, and Practices</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX Summit</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="ux-summit-battlefield-2042-front-end-redesign"><a href="https://schedule.gdconf.com/session/ux-summit-battlefield-2042-front-end-redesign/892110">UX Summit: ‘Battlefield 2042’ Front End Redesign</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX Summit</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tools QA</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="workflow-improvement-methods-for-frostbite"><a href="https://schedule.gdconf.com/session/workflow-improvement-methods-for-frostbite/890629">Workflow Improvement Methods for Frostbite</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="version-control--files">Version Control & Files</h3>
<h4 id="accelerate-developer-velocity-by-improving-sync-times-with-perforce-presented-by-perforce-software"><a href="https://schedule.gdconf.com/session/accelerate-developer-velocity-by-improving-sync-times-with-perforce-presented-by-perforce-software/894098">Accelerate Developer Velocity by Improving Sync Times with Perforce (Presented by Perforce Software)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Leadership</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="programming">Programming</h3>
<h4 id="fixing-the-unfixable-techniques-that-improved-stability-for-elder-scrolls-online"><a href="https://schedule.gdconf.com/session/fixing-the-unfixable-techniques-that-improved-stability-for-elder-scrolls-online/890421">Fixing the Unfixable: Techniques that Improved Stability for ‘Elder Scrolls Online’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="engine-optimization-powered-by-big-data"><a href="https://schedule.gdconf.com/session/engine-optimization-powered-by-big-data/890849">Engine Optimization Powered by Big Data</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tools QA</li>
<li class="tag_box_v3"> Machine Learning</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<h4 id="god-of-war-ragnaröks-visual-scripting-solution"><a href="https://schedule.gdconf.com/session/god-of-war-ragnaroks-visual-scripting-solution/892969">‘God of War Ragnarök’s’ Visual Scripting Solution</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="extending-in-game-textures-using-cdns-for-call-of-duty-modern-warfare-2"><a href="https://schedule.gdconf.com/session/extending-in-game-textures-using-cdns-for-call-of-duty-modern-warfare-2/890244">Extending In-Game Textures Using CDNs for ‘Call of Duty: Modern Warfare 2’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<h4 id="localization-of-cyberpunk-2077-technology-tools-and-approach"><a href="https://schedule.gdconf.com/session/localization-of-cyberpunk-2077-technology-tools-and-approach/890489">Localization of ‘Cyberpunk 2077’: Technology, Tools, and Approach</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="technical-art">Technical Art</h3>
<h4 id="technical-artist-summit-lego-star-wars-castaways-building-an-all-brick-world"><a href="https://schedule.gdconf.com/session/technical-artist-summit-lego-star-wars-castaways-building-an-all-brick-world/892094">Technical Artist Summit: ‘LEGO® Star Wars™: Castaways’: Building an All-Brick World</a></h4>
<ul class="inline">
<li class="tag_box_v2">Technical Artist Summit</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-summit-3-cities-2-tas-1-day-techniques-to-empower-artists"><a href="https://schedule.gdconf.com/session/technical-artist-summit-3-cities-2-tas-1-day-techniques-to-empower-artists/891847">Technical Artist Summit: 3 Cities, 2 TAs, 1 Day: Techniques to Empower Artists</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Technical Artist Summit</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-summit-building-a-dcc-and-project-agnostic-animation-pipeline"><a href="https://schedule.gdconf.com/session/technical-artist-summit-building-a-dcc-and-project-agnostic-animation-pipeline/891909">Technical Artist Summit: Building a DCC and Project Agnostic Animation Pipeline</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Technical Artist Summit</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-summit-non-destructible-workflows-re-inventing-content-production-for-the-forza-motorsports-franchise"><a href="https://schedule.gdconf.com/session/technical-artist-summit-non-destructible-workflows-re-inventing-content-production-for-the-forza-motorsports-franchise/892240">Technical Artist Summit: ‘Non-Destructible Workflows’: Re-Inventing Content Production for the ‘Forza Motorsports’ Franchise</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Technical Artist Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-summit-approaching-technical-art-techniques-unconventionally-using-unreal-engines-niagara"><a href="https://schedule.gdconf.com/session/technical-artist-summit-approaching-technical-art-techniques-unconventionally-using-unreal-engines-niagara/892044">Technical Artist Summit: Approaching Technical Art Techniques Unconventionally Using Unreal Engine’s Niagara</a></h4>
<ul class="inline">
<li class="tag_box_v2">Technical Artist Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="machine-learning">Machine Learning</h3>
<h4 id="machine-learning-summit-gpt-3-powered-text-to-lifelike-speech-and-animation-for-npcs"><a href="https://schedule.gdconf.com/session/machine-learning-summit-gpt-3-powered-text-to-lifelike-speech-and-animation-for-npcs/891456">Machine Learning Summit: GPT-3 Powered Text to Lifelike Speech and Animation for NPCs</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
<li class="tag_box_v2"> Machine Learning</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Machine Learning</li>
</ul>
<p><br /></p>
<h4 id="machine-learning-summit-natural-language-generation-for-games-writing"><a href="https://schedule.gdconf.com/session/machine-learning-summit-natural-language-generation-for-games-writing/891005">Machine Learning Summit: Natural Language Generation for Games Writing</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
<li class="tag_box_v2"> Machine Learning</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Machine Learning</li>
</ul>
<p><br /></p>
<h4 id="machine-learning-summit-simulating-teamfight-tactics-using-deep-learning-for-fast-reinforcement-learning-ai-training"><a href="https://schedule.gdconf.com/session/machine-learning-summit-simulating-teamfight-tactics-using-deep-learning-for-fast-reinforcement-learning-ai-training/892228">Machine Learning Summit: Simulating Teamfight Tactics Using Deep Learning for Fast Reinforcement Learning AI Training</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Machine Learning</li>
</ul>
<p><br /></p>
<h4 id="machine-learning-summit-differentiable-rendering-for-scalable-asset-pipeline-in-honor-of-kings"><a href="https://schedule.gdconf.com/session/machine-learning-summit-differentiable-rendering-for-scalable-asset-pipeline-in-honor-of-kings/891301">Machine Learning Summit: Differentiable Rendering for Scalable Asset Pipeline in ‘Honor of Kings’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning Summit</li>
<li class="tag_box_v2"> Tools Summit</li>
<li class="tag_box_v2"> Machine Learning</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Machine Learning</li>
</ul>
<p><br /></p>
<h4 id="vorace-tools-for-automating-dialogue-processing"><a href="https://schedule.gdconf.com/session/vorace-tools-for-automating-dialogue-processing/890501">VoRACE: Tools for Automating Dialogue Processing</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Audio</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="open-source">Open Source</h3>
<h4 id="open-source-game-development-summit-evolve-a-legacy-game-engine-with-open-source-tools"><a href="https://schedule.gdconf.com/session/open-source-game-development-summit-evolve-a-legacy-game-engine-with-open-source-tools/891445">Open Source Game Development Summit: Evolve a Legacy Game Engine With Open Source Tools</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Open Source Game Development Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="open-source-game-development-summit-render-graph-a-data-oriented-approach"><a href="https://schedule.gdconf.com/session/open-source-game-development-summit-render-graph-a-data-oriented-approach/892049">Open Source Game Development Summit: Render Graph, a Data-Oriented Approach</a></h4>
<ul class="inline">
<li class="tag_box_v2">Open Source Game Development Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="procedural">Procedural</h3>
<h4 id="all-hands-on-deck-building-the-ships-of-skull-and-bones"><a href="https://schedule.gdconf.com/session/all-hands-on-deck-building-the-ships-of-skull-and-bones/892948">All Hands On Deck: Building the Ships of ‘Skull and Bones’</a></h4>
<ul class="inline">
<li class="tag_box_v2">QA</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="from-battlegrounds-to-fairways-terrain-procedural-tools-in-frostbite"><a href="https://schedule.gdconf.com/session/from-battlegrounds-to-fairways-terrain-procedural-tools-in-frostbite/890611">From Battlegrounds to Fairways: Terrain Procedural Tools in Frostbite</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="taking-a-procedural-approach-to-texturing-the-machines-of-horizon-forbidden-west"><a href="https://schedule.gdconf.com/session/taking-a-procedural-approach-to-texturing-the-machines-of-horizon-forbidden-west/893259">Taking a Procedural Approach to Texturing the Machines of ‘Horizon Forbidden West’</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="pipeline">Pipeline</h3>
<h4 id="scaling-tools-for-millions-of-assets-for-horizon-forbidden-west"><a href="https://schedule.gdconf.com/session/scaling-tools-for-millions-of-assets-for-horizon-forbidden-west/892842">Scaling Tools for Millions of Assets for ‘Horizon Forbidden West’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="space-efficient-content-packaging-for-horizon-forbidden-west"><a href="https://schedule.gdconf.com/session/space-efficient-content-packaging-for-horizon-forbidden-west/890911">Space-Efficient Content Packaging for ‘Horizon Forbidden West’</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="ai-enhanced-content-authoring">AI-enhanced content authoring</h3>
<h4 id="ai-summit-advancing-content-creation-with-generative-ai"><a href="https://schedule.gdconf.com/session/ai-summit-advancing-content-creation-with-generative-ai/893188">AI Summit: Advancing Content Creation with Generative AI</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="ai-summit-beyond-wavefunctioncollapse-constraint-based-tile-map-generation-and-editing"><a href="https://schedule.gdconf.com/session/ai-summit-beyond-wavefunctioncollapse-constraint-based-tile-map-generation-and-editing/891538">AI Summit: Beyond WaveFunctionCollapse: Constraint-Based Tile Map Generation and Editing</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
<li class="tag_box_v2"> Procedural</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="ai-summit-crafting-epic-boss-fights-in-psychonauts-2"><a href="https://schedule.gdconf.com/session/ai-summit-crafting-epic-boss-fights-in-psychonauts-2/892064">AI Summit: Crafting Epic Boss Fights in ‘Psychonauts 2’</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="creative-future-with-artificial-intelligence"><a href="https://schedule.gdconf.com/session/creative-future-with-artificial-intelligence/894533">Creative Future with Artificial Intelligence</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="ai">AI</h3>
<h4 id="ai-summit-bots-at-work-lessons-on-deploying-ml-bots-in-your-game"><a href="https://schedule.gdconf.com/session/ai-summit-bots-at-work-lessons-on-deploying-ml-bots-in-your-game/892162">AI Summit: Bots at Work: Lessons on Deploying ML Bots in Your Game</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="ai-summit-living-in-procedural-worlds-creature-movement-and-spawning-in-nightingale"><a href="https://schedule.gdconf.com/session/ai-summit-living-in-procedural-worlds-creature-movement-and-spawning-in-nightingale/892198">AI Summit: Living in Procedural Worlds: Creature Movement and Spawning in ‘Nightingale’</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="ai-summit-ai-for-testing-at-ea-from-star-wars-to-apex-and-beyond"><a href="https://schedule.gdconf.com/session/ai-summit-ai-for-testing-at-ea-from-star-wars-to-apex-and-beyond/891913">AI Summit: AI for Testing at EA: From ‘Star Wars’ to ‘Apex’ and Beyond</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tools QA</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="preparing-ai-systems-for-god-of-war-ragnarök"><a href="https://schedule.gdconf.com/session/preparing-ai-systems-for-god-of-war-ragnarok/892534">Preparing AI Systems for ‘God of War Ragnarök’</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="audio">Audio</h3>
<h4 id="audio-summit-sounds-as-intended-quality-assurance-in-game-audio"><a href="https://schedule.gdconf.com/session/audio-summit-sounds-as-intended-quality-assurance-in-game-audio/893293">Audio Summit: Sounds as Intended: Quality Assurance in Game Audio</a></h4>
<ul class="inline">
<li class="tag_box_v2">Audio Summit</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="gotham-knights-using-systemic-audio-tools-to-build-a-vibrant-gotham-city"><a href="https://schedule.gdconf.com/session/gotham-knights-using-systemic-audio-tools-to-build-a-vibrant-gotham-city/890349">‘Gotham Knights’: Using Systemic Audio Tools to Build a Vibrant Gotham City</a></h4>
<ul class="inline">
<li class="tag_box_v2">Audio</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="visual-arts">Visual Arts</h3>
<h4 id="visual-effects-summit-the-vfx-toolkit"><a href="https://schedule.gdconf.com/session/visual-effects-summit-the-vfx-toolkit/891763">Visual Effects Summit: The VFX Toolkit</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Visual Effects Summit</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="how-to-make-aaa-looking-games-like-a-plague-tale-requiem-with-20-artists"><a href="https://schedule.gdconf.com/session/how-to-make-aaa-looking-games-like-a-plague-tale-requiem-with-20-artists/893201">How To Make AAA-Looking Games Like ‘A Plague Tale: Requiem’ with 20 Artists</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="art-direction-summit-the-art-of-making-vistas"><a href="https://schedule.gdconf.com/session/art-direction-summit-the-art-of-making-vistas/893143">Art Direction Summit: The Art of Making Vistas</a></h4>
<ul class="inline">
<li class="tag_box_v2">Art Direction Summit</li>
</ul>
<ul class="inline">
</ul>
<p><br /></p>
<h4 id="shape-and-shadow-creating-horror-in-the-the-callisto-protocol"><a href="https://schedule.gdconf.com/session/shape-and-shadow-creating-horror-in-the-the-callisto-protocol/893276">Shape and Shadow: Creating Horror in the ‘The Callisto Protocol’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="art-direction-summit-big-visuals-small-budget-get-the-most-from-a-lean-art-team"><a href="https://schedule.gdconf.com/session/art-direction-summit-big-visuals-small-budget-get-the-most-from-a-lean-art-team/891983">Art Direction Summit: Big Visuals, Small Budget: Get the Most from a Lean Art Team</a></h4>
<ul class="inline">
<li class="tag_box_v2">Art Direction Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="building-champions-character-art-pipeline-for-rumbleverse"><a href="https://schedule.gdconf.com/session/building-champions-character-art-pipeline-for-rumbleverse/890568">Building Champions: Character Art Pipeline for ‘Rumbleverse’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="the-cinematics-of-horizon-forbidden-west"><a href="https://schedule.gdconf.com/session/the-cinematics-of-horizon-forbidden-west/893526">The Cinematics of ‘Horizon Forbidden West’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="indie">Indie</h3>
<h4 id="independent-games-summit-indie-vo-toolbox-start-to-finish-professional-affordable-optimized"><a href="https://schedule.gdconf.com/session/independent-games-summit-indie-vo-toolbox-start-to-finish-professional-affordable-optimized/893584">Independent Games Summit: Indie VO Toolbox Start-to-Finish: Professional, Affordable, Optimized</a></h4>
<ul class="inline">
<li class="tag_box_v2">Independent Games Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="independent-games-summit-porting-on-a-budget-there-and-back-again"><a href="https://schedule.gdconf.com/session/independent-games-summit-porting-on-a-budget-there-and-back-again/891539">Independent Games Summit: Porting on a Budget: There and Back Again</a></h4>
<ul class="inline">
<li class="tag_box_v2">Independent Games Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="independent-games-summit-fixing-bugs-by-cloning-them-in-the-last-clockwinder"><a href="https://schedule.gdconf.com/session/independent-games-summit-fixing-bugs-by-cloning-them-in-the-last-clockwinder/891863">Independent Games Summit: Fixing Bugs by Cloning Them in ‘The Last Clockwinder’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Independent Games Summit</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="independent-games-summit-never-skip-playtest-day-five-tips-for-running-better-playtests"><a href="https://schedule.gdconf.com/session/independent-games-summit-never-skip-playtest-day-five-tips-for-running-better-playtests/892278">Independent Games Summit: Never Skip Playtest Day! Five Tips for Running Better Playtests</a></h4>
<ul class="inline">
<li class="tag_box_v2">Independent Games Summit</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="independent-games-summit-tech-toolbox-custom-tool-microtalks"><a href="https://schedule.gdconf.com/session/independent-games-summit-tech-toolbox-custom-tool-microtalks/892205">Independent Games Summit: Tech Toolbox: Custom Tool Microtalks</a></h4>
<ul class="inline">
<li class="tag_box_v2">Independent Games Summit</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="level-design">Level Design</h3>
<h4 id="level-design-summit-a-visual-approach-to-level-design-in-gotham-knights"><a href="https://schedule.gdconf.com/session/level-design-summit-a-visual-approach-to-level-design-in-gotham-knights/892191">Level Design Summit: A Visual Approach to Level Design in ‘Gotham Knights’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Level Design Summit</li>
<li class="tag_box_v2"> Postmortem</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="level-design-summit-moving-mountains-speedy-level-creation-as-a-desperate-indie-dev"><a href="https://schedule.gdconf.com/session/level-design-summit-moving-mountains-speedy-level-creation-as-a-desperate-indie-dev/893697">Level Design Summit: Moving Mountains: Speedy Level Creation as a Desperate Indie Dev</a></h4>
<ul class="inline">
<li class="tag_box_v2">Level Design Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="postmortem">Postmortem</h3>
<h4 id="cris-tales-postmortem-innovation-global-expectations-and-global-disasters"><a href="https://schedule.gdconf.com/session/cris-tales-postmortem-innovation-global-expectations-and-global-disasters/890699">‘Cris Tales’ Postmortem: Innovation, Global Expectations, and Global Disasters</a></h4>
<ul class="inline">
<li class="tag_box_v2">Postmortem</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="production">Production</h3>
<h4 id="production-essentials-summit-engaging-game-developers-to-do-great-work-happily"><a href="https://schedule.gdconf.com/session/production-essentials-summit-engaging-game-developers-to-do-great-work-happily/890935">Production Essentials Summit: Engaging Game Developers to Do Great Work, Happily</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production Essentials Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="leadership">Leadership</h3>
<h4 id="practical-tools-for-transitioning-into-leadership-roles"><a href="https://schedule.gdconf.com/session/practical-tools-for-transitioning-into-leadership-roles/892976">Practical Tools for Transitioning Into Leadership Roles</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Leadership</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="qa">QA</h3>
<h4 id="testing-with-building-blocks-a-modular-approach-for-quality-assurance"><a href="https://schedule.gdconf.com/session/testing-with-building-blocks-a-modular-approach-for-quality-assurance/890677">Testing with Building Blocks: A Modular Approach for Quality Assurance</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Leadership</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tools QA</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<hr />
<h3 id="commercial-game-engines">Commercial Game Engines</h3>
<h4 id="the-state-of-unreal-presented-by-epic-games"><a href="https://schedule.gdconf.com/session/the-state-of-unreal-presented-by-epic-games/895048">The State of Unreal (Presented by Epic Games)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Special Event</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tools QA</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="the-verse-programming-language-presented-by-epic-games"><a href="https://schedule.gdconf.com/session/the-verse-programming-language-presented-by-epic-games/894724">The Verse Programming Language (Presented by Epic Games)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="new-tools-for-building-photoreal-worlds-in-unreal-engine-52-presented-by-epic-games"><a href="https://schedule.gdconf.com/session/new-tools-for-building-photoreal-worlds-in-unreal-engine-52-presented-by-epic-games/894833">New Tools for Building Photoreal Worlds in Unreal Engine 5.2 (Presented by Epic Games)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="battle-testing-ue5-next-gen-systems-with-fortnite-presented-by-epic-games"><a href="https://schedule.gdconf.com/session/battle-testing-ue5-next-gen-systems-with-fortnite-presented-by-epic-games/894722">Battle-Testing UE5 Next-Gen Systems with ‘Fortnite’ (Presented by Epic Games)</a></h4>
<ul class="inline">
<li class="tag_box_v2">QA</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="metahuman-framework--machine-learning-for-next-gen-character-deformation-presented-by-epic-games"><a href="https://schedule.gdconf.com/session/metahuman-framework-machine-learning-for-next-gen-character-deformation-presented-by-epic-games/894723">MetaHuman Framework & Machine Learning for Next-Gen Character Deformation (Presented by Epic Games)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Machine Learning</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Machine Learning</li>
</ul>
<p><br /></p>
<h4 id="creating-realistic-landscapes-in-unreal-engine-with-houdini-presented-by-epic-games"><a href="https://schedule.gdconf.com/session/creating-realistic-landscapes-in-unreal-engine-with-houdini-presented-by-epic-games/895020">Creating Realistic Landscapes in Unreal Engine with Houdini (Presented by Epic Games)</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<hr style="border-top:1px solid #eeeeee2b; border-bottom:1px solid #eeeeee2b" />
<h4 id="unity-developer-summit-the-unity-roadmap-for-2023-presented-by-unity-technologies"><a href="https://schedule.gdconf.com/session/unity-developer-summit-the-unity-roadmap-for-2023-presented-by-unity-technologies/894186">Unity Developer Summit: The Unity Roadmap for 2023 (Presented by Unity Technologies)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Business & Marketing</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="unity-developer-summit-technical-tips-for-every-stage-of-game-creation-presented-by-unity-technologies"><a href="https://schedule.gdconf.com/session/unity-developer-summit-technical-tips-for-every-stage-of-game-creation-presented-by-unity-technologies/894324">Unity Developer Summit: Technical Tips for Every Stage of Game Creation (Presented by Unity Technologies)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="sponsored-session">Sponsored Session</h3>
<h4 id="deep-dive-into-data-oriented-design-for-a-cross-platform-ugc-game-engine-yahaha-stateful-assets-synchronization-performance-presented-by-yahaha-studios"><a href="https://schedule.gdconf.com/session/deep-dive-into-data-oriented-design-for-a-cross-platform-ugc-game-engine-yahaha-stateful-assets-synchronization-performance-presented-by-yahaha-studios/894497">Deep Dive into Data-Oriented Design for a Cross-platform UGC Game Engine (Yahaha): Stateful, Assets, Synchronization, Performance (Presented by YAHAHA Studios)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
</ul>
<p><br /></p>
<h4 id="unraveling-the-mystery-of-a-thriving-game-codebase-what-you-didnt-know-about-your-game-presented-by-endava"><a href="https://schedule.gdconf.com/session/unraveling-the-mystery-of-a-thriving-game-codebase-what-you-didnt-know-about-your-game-presented-by-endava/894250">Unraveling the Mystery of a Thriving Game Codebase: What You Didn’t Know About Your Game (Presented by Endava)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="spicy-sauce--the-secret-ingredient-to-gaming-devops-presented-by-sauce-labs"><a href="https://schedule.gdconf.com/session/spicy-sauce-the-secret-ingredient-to-gaming-devops-presented-by-sauce-labs/894443">Spicy Sauce -The Secret Ingredient to Gaming DevOps (Presented by Sauce Labs)</a></h4>
<ul class="inline">
<li class="tag_box_v2">QA</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="art-optimization-in-the-41st-millennium-how-fatshark-constructed-their-central-asset-pipeline-with-simplygon-presented-by-microsoft"><a href="https://schedule.gdconf.com/session/art-optimization-in-the-41st-millennium-how-fatshark-constructed-their-central-asset-pipeline-with-simplygon-presented-by-microsoft/894610">Art Optimization in the 41st Millennium: How FatShark Constructed their Central Asset Pipeline with Simplygon (Presented by Microsoft)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="planning-for-change-how-telltale-games-developed-their-modern-writing-pipeline-presented-by-backlight-gem"><a href="https://schedule.gdconf.com/session/planning-for-change-how-telltale-games-developed-their-modern-writing-pipeline-presented-by-backlight-gem/894902">Planning for Change: How Telltale Games Developed Their Modern Writing Pipeline (Presented by Backlight Gem)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="evolving-the-game-development-pipeline-with-omniverse-presented-by-nvidia"><a href="https://schedule.gdconf.com/session/evolving-the-game-development-pipeline-with-omniverse-presented-by-nvidia/894088">Evolving the Game Development Pipeline with Omniverse (Presented by NVIDIA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Production & Team Leadership</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="from-ai-generation-to-art-directed-stylizer-how-yahaha-platform-helps-create-stylized-worlds-presented-by-yahaha-studios"><a href="https://schedule.gdconf.com/session/from-ai-generation-to-art-directed-stylizer-how-yahaha-platform-helps-create-stylized-worlds-presented-by-yahaha-studios/894499">From AI Generation to Art-Directed Stylizer: How Yahaha Platform Helps Create Stylized Worlds (Presented by YAHAHA Studios)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="third-party-dcc-tools">Third-party DCC Tools</h3>
<h4 id="adobe-developer-summit-advances-in-uniform-creation-for-ea-sports-nhl-presented-by-adobe"><a href="https://schedule.gdconf.com/session/adobe-developer-summit-advances-in-uniform-creation-for-ea-sports-nhl-presented-by-adobe/894560">Adobe Developer Summit: Advances in Uniform Creation for EA Sports’ NHL (Presented by Adobe)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="autodesk-developer-summit-maya-codex-leveraging-large-language-models-for-intuitive-interactions-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/autodesk-developer-summit-maya-codex-leveraging-large-language-models-for-intuitive-interactions-presented-by-autodesk/894512">Autodesk Developer Summit: Maya Codex: Leveraging Large Language Models for Intuitive Interactions (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Machine Learning</li>
</ul>
<p><br /></p>
<h4 id="autodesk-developer-summit-next-gen-game-workflows-with-usd-ft-epic-games-panel-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/autodesk-developer-summit-next-gen-game-workflows-with-usd-ft-epic-games-panel-presented-by-autodesk/894536">Autodesk Developer Summit: Next-Gen Game Workflows with USD ft. Epic Games Panel (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="adobe-developer-summit-adobe-substance-3d-keynote-presented-by-adobe"><a href="https://schedule.gdconf.com/session/adobe-developer-summit-adobe-substance-3d-keynote-presented-by-adobe/894556">Adobe Developer Summit: Adobe Substance 3D Keynote (Presented by Adobe)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="autodesk-developer-summit-new-tales-from-the-borderlands-maximizing-time-with-an-automated-cinematic-pipeline-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/autodesk-developer-summit-new-tales-from-the-borderlands-maximizing-time-with-an-automated-cinematic-pipeline-presented-by-autodesk/894547">Autodesk Developer Summit: New Tales from the Borderlands: Maximizing Time with an Automated Cinematic Pipeline (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="adobe-developer-summit-a-plague-tale-requiem-making-aaa-characters-with-an-aa-budget-presented-by-adobe"><a href="https://schedule.gdconf.com/session/adobe-developer-summit-a-plague-tale-requiem-making-aaa-characters-with-an-aa-budget-presented-by-adobe/894557">Adobe Developer Summit: ‘A Plague Tale: Requiem’: Making AAA Characters with an AA Budget (Presented by Adobe)</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
</ul>
<p><br /></p>
<h4 id="adobe-developer-summit-the-material-art-of-the-last-of-us-part-i-presented-by-adobe"><a href="https://schedule.gdconf.com/session/adobe-developer-summit-the-material-art-of-the-last-of-us-part-i-presented-by-adobe/894558">Adobe Developer Summit: The Material Art of ‘The Last of Us Part I’ (Presented by Adobe)</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="adobe-developer-summit-the-callisto-protocol-a-tile-mask-painting-workflow-for-environment-art-presented-by-adobe"><a href="https://schedule.gdconf.com/session/adobe-developer-summit-the-callisto-protocol-a-tile-mask-painting-workflow-for-environment-art-presented-by-adobe/894559">Adobe Developer Summit: ‘The Callisto Protocol’: A Tile Mask Painting Workflow for Environment Art (Presented by Adobe)</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead/Engineering Producer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<hr />
<p>Check out the other guides from previous years:</p>
<ul>
<li><a href="https://thetoolsmiths.org/2022/03/18/gdc-2022-toolsmiths-guide/">Toolsmiths GDC 2022 Guide</a></li>
<li><a href="https://thetoolsmiths.org/2019/03/06/gdc-2019-toolsmiths-guide/">Toolsmiths GDC 2019 Guide</a></li>
<li><a href="https://thetoolsmiths.org/2018/02/26/gdc-2018-toolsmiths-guide/">Toolsmiths GDC 2018 Guide</a></li>
</ul>
Toolsmiths GDC 2022 Guide2022-03-18T00:00:00+00:00http://TheToolsmiths.github.io/2022/03/18/gdc-2022-toolsmiths-guide<p>There are around 600+ sessions/tutorials/events at GDC 2022, finding the sessions that a tools developer would be interested in takes time. Below you will find a list of sessions that can be used as a guide for your tools developer GDC 2022 experience, whether you plan on attending or you will be viewing after the fact.</p>
<p><code class="language-plaintext highlighter-rouge">Note</code>: <strong>Some talks that are mentioned here are not 100% tool-centered, but in any case, can provide inspiration and a different perspective. Understanding how the users of our tools work is paramount for the success of our tools.</strong></p>
<p>If you don’t have a lot of time or just want Game Dev Tool-centered sessions - don’t miss the <code class="language-plaintext highlighter-rouge">Tools Summit</code>, <code class="language-plaintext highlighter-rouge">Tools Roundtables</code>, and <code class="language-plaintext highlighter-rouge">Tools Design Roundtables</code>.
These sessions are organized by <a href="https://twitter.com/gorlak">Geoff Evans</a> and <a href="https://twitter.com/davidlightbown">David Lightbown</a> to bring you the best Tool Centered Talks and Discussions from experts around the industry.</p>
<h4 id="key-words--key-roles">Key Words & Key Roles</h4>
<p>I have tried to make navigating this list easier by providing helper labels that will hint what Tool Developer roles might be interested in this session.
Just use the find feature of your web browser and type one of the following key terms.</p>
<p>Here is the list of roles that you can use to search:</p>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p>Furthermore, you can search the list by using the following keywords:</p>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> VFX</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Production</li>
</ul>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> AI</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Machine Learning</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<h4 id="how-to-use-this-list">How to use this list</h4>
<ul>
<li>If you are going to GDC, you can follow the links in the list below to create a schedule for yourself. Alternatively, if you already have a plan, you can check and make sure you don’t miss out on anything you would enjoy.</li>
<li>If you are not going, you can still look forward to watching sessions that you want to see in the GDC Vault.</li>
</ul>
<p>Sessions marked with Toolsmiths icon - <img src="https://thetoolsmiths.org/favicon.ico" /> point to sessions that you should consider going to because you are 100% guaranteed to find insight as a Tools Developer.</p>
<p>I’m sure that you can find a session that will inspire you to make something great!</p>
<p><br /></p>
<h3 id="tools-summit-day-full-day">Tools Summit Day (Full Day)</h3>
<h4 id="-tools-summit-efficiently-shuffling-loads-of-data-from-place-to-place"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-efficiently-shuffling-loads-of-data-from-place-to-place/882729?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Summit: Efficiently Shuffling Loads of Data from Place to Place</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Tools Summit</li>
<li class="tag_box_v2"> Postmortem</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-ubisoft-connect-building-user-centered-frameworks-for-internal-tools"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-ubisoft-connect-building-user-centered-frameworks-for-internal-tools-/884284?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Summit: Ubisoft Connect: Building User-Centered Frameworks for Internal Tools</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Tools Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-file-system-tricks-for-safe-incremental-builds"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-file-system-tricks-for-safe-incremental-builds/884239?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Summit: File System Tricks for Safe Incremental Builds</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Tools Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-help-game-designers-analyze-data-how-to-develop-an-online-pivot-table-tool"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-help-game-designers-analyze-data-how-to-develop-an-online-pivot-table-tool/883900?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Summit: Help Game Designers Analyze Data: How to Develop an Online Pivot Table Tool</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Tools Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-an-easy-to-use-cutscenes-preview-tool-with-low-resources"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-an-easy-to-use-cutscenes-preview-tool-with-low-resources/883132?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Summit: An Easy-to-Use Cutscenes Preview Tool with Low Resources</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Tools Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-summit-immutable-data-for-editors-for-eve-echoes"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-summit-immutable-data-for-editors-for-eve-echoes/883195?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Summit: Immutable Data for Editors for ‘EVE Echoes’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Tools Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="roundtables">Roundtables</h3>
<h4 id="-tools-roundtable-day-1-workflow"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-1-workflow/883053?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Roundtable Day 1: Workflow</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-roundtable-day-2-assets"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-2-assets/885758?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Roundtable Day 2: Assets</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-roundtable-day-3-pipeline"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-roundtable-day-3-pipeline/885759?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Roundtable Day 3: Pipeline</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-design-roundtables-day-1-design"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-design-roundtables-day-1-design-/886526?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Design Roundtables Day 1: Design</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-design-roundtables-day-2-production"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-design-roundtables-day-2-production/886552?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Tools Design Roundtables Day 2: Production</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-roundtable-day-1"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-1/882414?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Technical Artist Roundtable Day 1</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-roundtable-day-2"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-2/886284?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Technical Artist Roundtable Day 2</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-roundtable-day-3"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-3/886286?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Technical Artist Roundtable Day 3</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-roundtable-day-1-process"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-1-process/881993?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Automated Testing Roundtable Day 1: Process</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> UX</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-roundtable-day-2-legacy"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-2-legacy/885785?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Automated Testing Roundtable Day 2: Legacy</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-roundtable-day-3-implementation"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-3-implementation/885786?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Automated Testing Roundtable Day 3: Implementation</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<h4 id="game-audio-programming-roundtable-day-1"><a href="https://schedule.gdconf.com/session/game-audio-programming-roundtable-day-1/882105?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Game Audio Programming Roundtable Day 1</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Audio</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="visual-effects-roundtable-day-1"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-1/886293?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Visual Effects Roundtable Day 1</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="visual-effects-roundtable-day-2-artistic-lens"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-2-artistic-lens/886299?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Visual Effects Roundtable Day 2: Artistic Lens</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="visual-effects-roundtable-day-3-technical-lens"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-3-technical-lens/886300?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Visual Effects Roundtable Day 3: Technical Lens</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="version-control--files">Version Control & Files</h3>
<h4 id="virtual-sync-terabytes-on-demand"><a href="https://schedule.gdconf.com/session/virtual-sync-terabytes-on-demand/882109?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Virtual Sync: Terabytes on Demand</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="version-control-for-game-developers-presented-by-unity"><a href="https://schedule.gdconf.com/session/version-control-for-game-developers-presented-by-unity/886285?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Version Control for Game Developers (Presented by Unity)</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="stop-wasting-your-game-art-presented-by-perforce-software"><a href="https://schedule.gdconf.com/session/stop-wasting-your-game-art-presented-by-perforce-software/885841?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Stop Wasting Your Game Art! (Presented by Perforce Software)</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Production & Team Management</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="remaster">Remaster</h3>
<h4 id="resurrecting-a-classic-bringing-diablo-ii-into-the-3rd-dimension"><a href="https://schedule.gdconf.com/session/resurrecting-a-classic-bringing-diablo-ii-into-the-3rd-dimension/881852?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Resurrecting a Classic: Bringing ‘Diablo II’ into the 3rd Dimension</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="psychonauts-2-bringing-classic-characters-into-the-modern-era-presented-by-adobe"><a href="https://schedule.gdconf.com/session/psychonauts-2-bringing-classic-characters-into-the-modern-era-presented-by-adobe/887117?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Psychonauts 2: Bringing Classic Characters into the Modern Era (Presented by Adobe)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="programming">Programming</h3>
<h4 id="advanced-graphics-summit-designing-the-terrain-system-of-flight-simulator-representing-the-earth"><a href="https://schedule.gdconf.com/session/advanced-graphics-summit-designing-the-terrain-system-of-flight-simulator-representing-the-earth/882590?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Advanced Graphics Summit: Designing the Terrain System of ‘Flight Simulator’: Representing the Earth</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Advanced Graphics Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="game-narrative-summit-narrative-tools-as-powerful-as-marvels-guardians-of-the-galaxys"><a href="https://schedule.gdconf.com/session/game-narrative-summit-narrative-tools-as-powerful-as-marvels-guardians-of-the-galaxys/883358?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Game Narrative Summit: Narrative Tools as Powerful as ‘Marvel’s Guardians of the Galaxy’s’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Game Narrative Summit</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tools QA</li>
</ul>
<p><br /></p>
<h4 id="figuring-out-how-things-work-in-an-unfamiliar-codebase"><a href="https://schedule.gdconf.com/session/figuring-out-how-things-work-in-an-unfamiliar-codebase/882592?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Figuring Out How Things Work in an Unfamiliar Codebase</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="ux">UX</h3>
<h4 id="ux-summit-its-not-just-about-design-universal-approaches-to-designing-in-a-collaborative-environment"><a href="https://schedule.gdconf.com/session/ux-summit-its-not-just-about-design-universal-approaches-to-designing-in-a-collaborative-environment/884432?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">UX Summit: It’s Not Just About Design: Universal Approaches to Designing in a Collaborative Environment</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="technical-art">Technical Art</h3>
<h4 id="building-the-world-of-the-ascent"><a href="https://schedule.gdconf.com/session/building-the-world-of-the-ascent/884439?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Building the World of ‘The Ascent’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-summit-building-zeta-halo-scaling-content-creation-for-the-largest-halo-ever"><a href="https://schedule.gdconf.com/session/technical-artist-summit-building-zeta-halo-scaling-content-creation-for-the-largest-halo-ever/884168?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Technical Artist Summit: Building ‘Zeta Halo’: Scaling Content Creation for the Largest ‘Halo’ Ever</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Technical Artist Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="machine-learning">Machine Learning</h3>
<h4 id="ai-summit-age-of-empires-iv-machine-learning-trials-and-tribulations"><a href="https://schedule.gdconf.com/session/ai-summit-age-of-empires-iv-machine-learning-trials-and-tribulations-/882936?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">AI Summit: ‘Age of Empires IV’: Machine Learning Trials and Tribulations</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> AI Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="machine-learning-summit-4-years-of-bringing-characters-to-life-with-computer-brains"><a href="https://schedule.gdconf.com/session/machine-learning-summit-4-years-of-bringing-characters-to-life-with-computer-brains/883680?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Machine Learning Summit: 4 Years of Bringing Characters to Life with Computer Brains</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<h4 id="machine-learning-summit-walk-lizzie-walk-emergent-physics-based-animation-through-reinforcement-learning"><a href="https://schedule.gdconf.com/session/machine-learning-summit-walk-lizzie-walk-emergent-physics-based-animation-through-reinforcement-learning/883706?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Machine Learning Summit: Walk Lizzie, Walk! Emergent Physics-Based Animation through Reinforcement Learning</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="machine-learning-summit-its-complicated-getting-ml-inside-a-aaa-engine"><a href="https://schedule.gdconf.com/session/machine-learning-summit-its-complicated-getting-ml-inside-a-aaa-engine/883669?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Machine Learning Summit: It’s Complicated: Getting ML inside a AAA Engine</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Machine Learning Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="machine-learning-summit-aegis-engine-building-multi-modal-moderation-system-in-netease-games"><a href="https://schedule.gdconf.com/session/machine-learning-summit-aegis-engine-building-multi-modal-moderation-system-in-netease-games/883137?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Machine Learning Summit: Aegis Engine: Building Multi-modal Moderation System in NetEase Games</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="math-in-game-development-summit-turning-patterns-and-fractals-program-generation-of-natural-textures"><a href="https://schedule.gdconf.com/session/math-in-game-development-summit-turning-patterns-and-fractals-program-generation-of-natural-textures/883724?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Math In Game Development Summit: Turning Patterns and Fractals: Program Generation of Natural Textures</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Math In Game Development Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="machine-learning-summit-ai-animator--a-real-time-motion-completion-system"><a href="https://schedule.gdconf.com/session/machine-learning-summit-ai-animator-a-real-time-motion-completion-system/883186?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Machine Learning Summit: AI Animator : A Real Time Motion Completion System</a></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning Summit</li>
<li class="tag_box_v2"> Procedural</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="game-level-generation-using-ai-bot-presented-by-tencent-ai-lab"><a href="https://schedule.gdconf.com/session/game-level-generation-using-ai-bot-presented-by-tencent-ai-lab/887369?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Game Level Generation using AI Bot (Presented by Tencent AI Lab)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Machine Learning</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="application-of-ai-technology-and-organizational-design-to-improve-game-quality-and-productivity"><a href="https://schedule.gdconf.com/session/application-of-ai-technology-and-organizational-design-to-improve-game-quality-and-productivity/881860?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Application of AI Technology and Organizational Design to Improve Game Quality and Productivity</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Machine Learning</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="independent-games-summit-choose-your-own-misadventure-ai-powered-futures-for-game-design"><a href="https://schedule.gdconf.com/session/independent-games-summit-choose-your-own-misadventure-ai-powered-futures-for-game-design/884755?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Independent Games Summit: Choose Your Own Misadventure: AI-Powered Futures for Game Design</a></h4>
<ul class="inline">
<li class="tag_box_v2">Independent Games Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="open-source">Open Source</h3>
<h4 id="open-source-game-development-summit-understanding-the-godot-engine-architecture-and-development-process"><a href="https://schedule.gdconf.com/session/open-source-game-development-summit-understanding-the-godot-engine-architecture-and-development-process/882516?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Open Source Game Development Summit: Understanding the Godot Engine Architecture and Development Process</a></h4>
<ul class="inline">
<li class="tag_box_v2">Open Source Game Development Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<h4 id="open-source-game-development-summit-open-source-strategy-for-game-studios"><a href="https://schedule.gdconf.com/session/open-source-game-development-summit-open-source-strategy-for-game-studios/883573?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Open Source Game Development Summit: Open Source Strategy for Game Studios</a></h4>
<ul class="inline">
<li class="tag_box_v2">Open Source Game Development Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<h4 id="open-source-game-development-summit-being-successful-with-open-source-in-game-development"><a href="https://schedule.gdconf.com/session/open-source-game-development-summit-being-successful-with-open-source-in-game-development/883687?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Open Source Game Development Summit: Being Successful with Open Source in Game Development</a></h4>
<ul class="inline">
<li class="tag_box_v2">Open Source Game Development Summit</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<h4 id="moving-to-open-benefits-and-challenges-roundtable-presented-by-the-igda"><a href="https://schedule.gdconf.com/session/moving-to-open-benefits-and-challenges-roundtable-presented-by-the-igda/885871?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Moving to Open: Benefits and Challenges Roundtable (Presented by the IGDA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Advocacy</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<hr />
<h3 id="math">Math</h3>
<h4 id="math-in-game-development-summit-visualizing-math"><a href="https://schedule.gdconf.com/session/math-in-game-development-summit-visualizing-math/882744?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Math In Game Development Summit: Visualizing Math</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Math In Game Development Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="math-in-game-development-summit-practical-automation-a-guide-to-random-game-content-generation"><a href="https://schedule.gdconf.com/session/math-in-game-development-summit-practical-automation-a-guide-to-random-game-content-generation/883730?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Math In Game Development Summit: Practical Automation: A Guide to Random Game Content Generation</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Math In Game Development Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="procedural">Procedural</h3>
<h4 id="never-the-same-twice-procedural-world-handling-in-returnal"><a href="https://schedule.gdconf.com/session/never-the-same-twice-procedural-world-handling-in-returnal/884809?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Never The Same Twice: Procedural World Handling in ‘Returnal’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="procedural-primer-for-artists-presented-by-houdini"><a href="https://schedule.gdconf.com/session/procedural-primer-for-artists-presented-by-houdini/887345?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Procedural Primer for Artists (Presented by Houdini)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="urban-worlds-a-new-procedural-modeler-presented-by-threedeeio"><a href="https://schedule.gdconf.com/session/urban-worlds-a-new-procedural-modeler-presented-by-threedeeio/885656?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Urban Worlds: A New Procedural Modeler (Presented by Threedee.io)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="procedural-workflows-in-production-presented-by-houdini"><a href="https://schedule.gdconf.com/session/procedural-workflows-in-production-presented-by-houdini/887238?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Procedural Workflows in Production (Presented by Houdini)</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="pipeline">Pipeline</h3>
<h4 id="creating-the-world-of-riders-republic-a-declarative-pipeline"><a href="https://schedule.gdconf.com/session/creating-the-world-of-riders-republic-a-declarative-pipeline/882538?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Creating the World of ‘Riders Republic’: A Declarative Pipeline</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="opportunities-for-universal-scene-description-usd-in-game-development-presented-by-nvidia"><a href="https://schedule.gdconf.com/session/opportunities-for-universal-scene-description-usd-in-game-development-presented-by-nvidia/886316?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Opportunities for Universal Scene Description (USD) in Game Development (Presented by NVIDIA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Production & Team Management</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="panel-experimenting-with-usd-in-game-pipelines-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/panel-experimenting-with-usd-in-game-pipelines-presented-by-autodesk/886521?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Panel: Experimenting with USD in Game Pipelines (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="ai-enhanced-content-authoring">AI-enhanced content authoring</h3>
<h4 id="ai-summit-innovations-in-procedural-narrative"><a href="https://schedule.gdconf.com/session/ai-summit-innovations-in-procedural-narrative/886347?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">AI Summit: Innovations in Procedural Narrative</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="ai-teaching-the-application-of-wukong-human-ai-collaboration-technology-in-moba-games-presented-by-tencent-ai-lab"><a href="https://schedule.gdconf.com/session/ai-teaching-the-application-of-wukong-human-ai-collaboration-technology-in-moba-games-presented-by-tencent-ai-lab/887368?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">AI Teaching: The Application of Wukong Human-AI Collaboration Technology in MOBA Games (Presented by Tencent AI Lab)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="ai">AI</h3>
<h4 id="ai-summit-down-with-nav-meshes-the-next-generation-of-navigation-data"><a href="https://schedule.gdconf.com/session/ai-summit-down-with-nav-meshes-the-next-generation-of-navigation-data/883992?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">AI Summit: Down with Nav Meshes: The Next Generation of Navigation Data</a></h4>
<ul class="inline">
<li class="tag_box_v2">Procedural</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> AI Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="audio">Audio</h3>
<h4 id="the-soundscapes-of-yara-audio-innovation-and-representation-in-far-cry-6"><a href="https://schedule.gdconf.com/session/the-soundscapes-of-yara-audio-innovation-and-representation-in-far-cry-6/882443?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">The Soundscapes of Yara: Audio Innovation and Representation in ‘Far Cry 6’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Audio</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="benefits-of-a-customized-reaper-pipeline-for-dialogue-at-naughty-dog"><a href="https://schedule.gdconf.com/session/benefits-of-a-customized-reaper-pipeline-for-dialogue-at-naughty-dog/881995?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Benefits of a Customized Reaper Pipeline for Dialogue at Naughty Dog</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Audio</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="animation">Animation</h3>
<h4 id="animation-summit-microtalks-2022"><a href="https://schedule.gdconf.com/session/animation-summit-microtalks-2022/884381?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Animation Summit: Microtalks 2022</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Animation Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="visual-arts">Visual Arts</h3>
<h4 id="evolving-the-horizon-series-animating-believable-robots-and-characters"><a href="https://schedule.gdconf.com/session/evolving-the-horizon-series-animating-believable-robots-and-characters/882757?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Evolving the ‘Horizon’ Series: Animating Believable Robots and Characters</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="building-machines-for-a-better-future-in-horizon"><a href="https://schedule.gdconf.com/session/building-machines-for-a-better-future-in-horizon/882747?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Building Machines for a Better Future in ‘Horizon’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="recalibrating-our-limits-lighting-on-ratchet-and-clank-rift-apart"><a href="https://schedule.gdconf.com/session/recalibrating-our-limits-lighting-on-ratchet-and-clank-rift-apart/884701?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Recalibrating Our Limits: Lighting on ‘Ratchet and Clank: Rift Apart’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> UX</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="the-art-of-sable-imperfection-limitation-and-worldbuilding-through-visual-design"><a href="https://schedule.gdconf.com/session/the-art-of-sable-imperfection-limitation-and-worldbuilding-through-visual-design/884839?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">The Art of ‘Sable’: Imperfection, Limitation and Worldbuilding through Visual Design</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Design</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="gearing-up-millions-of-armor-combinations-in-dauntless"><a href="https://schedule.gdconf.com/session/gearing-up-millions-of-armor-combinations-in-dauntless/882209?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Gearing Up Millions of Armor Combinations in ‘Dauntless’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="postmortem">Postmortem</h3>
<h4 id="classic-game-postmortem-wolfenstein-3d-achtung"><a href="https://schedule.gdconf.com/session/classic-game-postmortem-wolfenstein-3d-achtung/885652?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Classic Game Postmortem: ‘Wolfenstein 3D’ (Achtung!)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Postmortem</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="classic-game-postmortem-q-bert"><a href="https://schedule.gdconf.com/session/classic-game-postmortem-q-bert/885160?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Classic Game Postmortem: ‘Q-bert’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Postmortem</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<hr />
<h3 id="production">Production</h3>
<h4 id="emotion-based-creation-pipeline"><a href="https://schedule.gdconf.com/session/emotion-based-creation-pipeline/882513?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Emotion Based Creation Pipeline</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="the-many-challenges-of-making-baldurs-gate-3"><a href="https://schedule.gdconf.com/session/the-many-challenges-of-making-baldurs-gate-3/882170?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">The Many Challenges of Making ‘Baldur’s Gate 3’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Build</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="our-remote-future-game-creation-and-collaboration-with-aws-presented-by-amazon-web-services"><a href="https://schedule.gdconf.com/session/-our-remote-future-game-creation-and-collaboration-with-aws-presented-by-amazon-web-services/887003?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Our remote future: Game creation and collaboration with AWS (Presented by Amazon Web Services)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Build</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="leadership">Leadership</h3>
<h4 id="production-essentials-summit-congratulations-youve-become-a-lead-now-what"><a href="https://schedule.gdconf.com/session/production-essentials-summit-congratulations-youve-become-a-lead-now-what/885512?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Production Essentials Summit: Congratulations You’ve Become a Lead: Now What?</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production Essentials Summit</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<h4 id="leaders-working-at-the-heart-of-the-team-2022"><a href="https://schedule.gdconf.com/session/leaders-working-at-the-heart-of-the-team-2022/884515?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Leaders Working at the Heart of the Team 2022</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> Dev Support/Production Engineer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="miscellaneous">Miscellaneous</h3>
<h4 id="live-long-and-render"><a href="https://schedule.gdconf.com/session/live-long-and-render/884543?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Live Long and Render!</a></h4>
<ul class="inline">
<li class="tag_box_v2">Career & Studio Development</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<h4 id="educators-summit-tools-dev-in-game-edu"><a href="https://schedule.gdconf.com/session/educators-summit-tools-dev-in-game-edu/883572?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Educators Summit: Tools Dev in Game Edu</a></h4>
<ul class="inline">
<li class="tag_box_v2">Educators Summit</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Build</li>
</ul>
<p><br /></p>
<hr />
<h3 id="third-party-dcc-tools">Third-party DCC Tools</h3>
<h4 id="adobe-substance-3d-keynote-presented-by-adobe"><a href="https://schedule.gdconf.com/session/adobe-substance-3d-keynote-presented-by-adobe/887113?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Adobe Substance 3D Keynote (Presented by Adobe)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="accelerating-creative-workflows-with-epic-games-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/accelerating-creative-workflows-with-epic-games-presented-by-autodesk/886728?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Accelerating Creative Workflows with Epic Games (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="sidefx-labs-2021-2022--servicing-next-gen-development-presented-by-houdini"><a href="https://schedule.gdconf.com/session/sidefx-labs-2021-2022-servicing-next-gen-development-presented-by-houdini/887447?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">SideFX Labs 2021-2022 | Servicing Next-Gen Development (Presented by Houdini)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="dots-authoring-and-debugging-workflows-in-the-unity-editor-presented-by-unity"><a href="https://schedule.gdconf.com/session/dots-authoring-and-debugging-workflows-in-the-unity-editor-presented-by-unity/886275?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">DOTS Authoring and Debugging Workflows in the Unity Editor (Presented by Unity)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Workflows</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> UX</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="unity-art-tools-roadmap-a-new-era-of-creativity-presented-by-unity"><a href="https://schedule.gdconf.com/session/unity-art-tools-a-new-era-of-creativity-presented-by-unity/887045?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Unity Art Tools Roadmap: A New Era of Creativity (Presented by Unity)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="making-game-production-tools-with-bifrost-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/making-game-production-tools-with-bifrost-presented-by-autodesk/886520?_mc=sem_gdcsf_sem_x_le_tspr_brndca__2022">Making Game Production Tools with Bifrost (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
GameDev Tools Weekly - Issue 15 — May 24th, 20212021-05-24T11:00:00+00:00http://TheToolsmiths.github.io/2021/05/24/gamedev-tools-weekly-15<p>GameDev Tools weekly made by <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="technical-issues-in-tools-development-roundtables"><strong>Technical Issues in Tools Development Roundtables</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
<li class="tag_box_v2"> Toolsmiths</li>
<li class="tag_box_v2"> GDC</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Reminder that Technical Issues in Tools Development is on the docket for GDC 2021, as well as the Tools Summit, which in particular has some fun stuff in store! <a href="https://t.co/sPEUgtlrsw">https://t.co/sPEUgtlrsw</a></p>— Geoff Evans (@gorlak) <a href="https://twitter.com/gorlak/status/1390749798958092291?ref_src=twsrc%5Etfw">May 7, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="tools-design-roundtables"><strong>Tools Design Roundtables</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
<li class="tag_box_v2"> Toolsmiths</li>
<li class="tag_box_v2"> GDC</li>
</ul>
<p>Join <a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a> for the Tools Design Roundtables!</p>
<p><a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-1-design/880585" target="_blank">Tools Design Roundtable Day 1: Design</a></p>
<p><a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-1-design/880585" target="_blank">Tools Design Roundtable Day 2: Production</a></p>
<p><img src="https://www.gdconf.com/sites/default/files/GDC21_35th_logo_0.svg" alt="GDC21 35th logo" /></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="deep-dive-into-cryengine-particle-effects"><strong>Deep dive into CRYENGINE particle effects</strong></h4>
<ul class="inline">
<li class="tag_box_v2">CRYENGINE</li>
<li class="tag_box_v2">workflow</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Senior VFX Artist Viktor Ikkes delivers part one of an in-depth multi-part Master Class presentation demonstrating the particle effects system in CRYENGINE. <a href="https://t.co/iZ45phJQ6c">https://t.co/iZ45phJQ6c</a> <a href="https://t.co/vGiUjMgcQK">pic.twitter.com/vGiUjMgcQK</a></p>— CRYENGINE (@cryengine) <a href="https://twitter.com/cryengine/status/1394654305471406080?ref_src=twsrc%5Etfw">May 18, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="subdivision-debug"><strong>Subdivision debug</strong></h4>
<ul class="inline">
<li class="tag_box_v2">debug</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">.The final result doesn’t look this frantic, but sure I have more work to do!!</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1394482996892381194?ref_src=twsrc%5Etfw">May 18, 2021</a></blockquote>
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<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">In a nutshell: I determine the number of samples along u and v and, but equidistant samples in parametric space may be unevenly spread in Cartesian space. When that happens I force a patch split to recompute samples on either sides. I need to find a better way.</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1394486785057636352?ref_src=twsrc%5Etfw">May 18, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="custom-sprintf-for-transforms"><strong>Custom sprintf for transforms</strong></h4>
<ul class="inline">
<li class="tag_box_v2">debug</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">I'm using a custom sprintf implementation from here:<a href="https://t.co/Z4yojk0tUx">https://t.co/Z4yojk0tUx</a><br /><br />that I've modified to handle my custom tags:<a href="https://t.co/Dog6qVyvqF">https://t.co/Dog6qVyvqF</a></p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1394363595148824580?ref_src=twsrc%5Etfw">May 17, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="how-do-you-handle-your-todos"><strong>How do you handle your todos?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">code</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">TODO in source code if it doesn't have some way to externally track/comment/etc is cancer. In one company we had rule that TODO has to contain JIRA ticket # or be deleted.</p>— Бранимир Караџић (@bkaradzic) <a href="https://twitter.com/bkaradzic/status/1394410723804028930?ref_src=twsrc%5Etfw">May 17, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="undo-architecture"><strong>Undo architecture</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Hey Max, I was wondering what underlying architecture you used to implement your undos? I have never written an undo system from scratch, so currently in the gathering info stage :)</p>— SimonA (@SimonBAnderson) <a href="https://twitter.com/SimonBAnderson/status/1394905627932037120?ref_src=twsrc%5Etfw">May 19, 2021</a></blockquote>
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<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">In the action, store also the index of which object, along with any other information needed to tell exactly what it is that the action represents.<br /><br />The action has two virtual method for undo and redo. Sometimes the implementation of the two is identical...<br /><br />2/n</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1395008968163045377?ref_src=twsrc%5Etfw">May 19, 2021</a></blockquote>
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<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Everything should be a value change. The creation of an object can be considered a value change where the value is deep data. On undo, you swap that data and the undo action retains the object...<br /><br />It is important not to refer to scene data by pointer. Scene data may change...<br />4/n</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1395010448739737608?ref_src=twsrc%5Etfw">May 19, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Support for undo is “all or nothing”.<br />Once you add it, you have to pay the “undo development tax” for everything you add to your system.</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1395016555885367300?ref_src=twsrc%5Etfw">May 19, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="endless-runner-creator"><strong>Endless Runner Creator</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UE</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Go grab a system that will let you create all kinds of endless runner games in UE4. Free of charge!<a href="https://t.co/zWMeRkmUjW">https://t.co/zWMeRkmUjW</a><a href="https://twitter.com/hashtag/unrealengine?src=hash&ref_src=twsrc%5Etfw">#unrealengine</a> <a href="https://twitter.com/hashtag/UE4?src=hash&ref_src=twsrc%5Etfw">#UE4</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/indiedev?src=hash&ref_src=twsrc%5Etfw">#indiedev</a> <a href="https://twitter.com/hashtag/3dart?src=hash&ref_src=twsrc%5Etfw">#3dart</a> <a href="https://twitter.com/hashtag/gamedevelopment?src=hash&ref_src=twsrc%5Etfw">#gamedevelopment</a> <a href="https://t.co/Z8dQZ060aU">pic.twitter.com/Z8dQZ060aU</a></p>— 80 LEVEL (@80Level) <a href="https://twitter.com/80Level/status/1394744604554059778?ref_src=twsrc%5Etfw">May 18, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="building-modular-buildings"><strong>Building modular buildings</strong></h4>
<ul class="inline">
<li class="tag_box_v2">art</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Carlos Sánchez from the PUBG team talked about using modularity to build houses for large-scale games and explained how you can achieve a unique look with modular elements:<a href="https://t.co/j6wtKuAY6f">https://t.co/j6wtKuAY6f</a><a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/3dart?src=hash&ref_src=twsrc%5Etfw">#3dart</a> <a href="https://twitter.com/hashtag/unrealengine?src=hash&ref_src=twsrc%5Etfw">#unrealengine</a> <a href="https://twitter.com/hashtag/UE4?src=hash&ref_src=twsrc%5Etfw">#UE4</a> <a href="https://twitter.com/hashtag/3dsmax?src=hash&ref_src=twsrc%5Etfw">#3dsmax</a> <a href="https://twitter.com/hashtag/zbrush?src=hash&ref_src=twsrc%5Etfw">#zbrush</a> <a href="https://twitter.com/hashtag/substancepainter?src=hash&ref_src=twsrc%5Etfw">#substancepainter</a> <a href="https://twitter.com/hashtag/substance3d?src=hash&ref_src=twsrc%5Etfw">#substance3d</a> <a href="https://t.co/gCkN4z4mu3">pic.twitter.com/gCkN4z4mu3</a></p>— 80 LEVEL (@80Level) <a href="https://twitter.com/80Level/status/1394935692480888834?ref_src=twsrc%5Etfw">May 19, 2021</a></blockquote>
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<h4 id="visual-scritping-vs-coding"><strong>visual scritping vs coding</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Every now and then I see people talking about the difference between VISUAL SCRITPING and CODING.<br /><br />So let me break this down for you.<br /><br />Visual scripting 𝗜𝗦 coding! 👨⚖️<br /><br />And this is why... 🧵👇 <a href="https://t.co/m7MKSIIozB">pic.twitter.com/m7MKSIIozB</a></p>— Alan Zucconi (@AlanZucconi) <a href="https://twitter.com/AlanZucconi/status/1394998258829828099?ref_src=twsrc%5Etfw">May 19, 2021</a></blockquote>
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<h4 id="metahuman-creator"><strong>MetaHuman Creator</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UE</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">We're excited to share that instant (early) access to the MetaHuman Creator is available now. No more wait, just log in and start creating!<a href="https://t.co/80EBHllroK">https://t.co/80EBHllroK</a> <a href="https://t.co/Pl8GL1GHXb">pic.twitter.com/Pl8GL1GHXb</a></p>— Unreal Engine (@UnrealEngine) <a href="https://twitter.com/UnrealEngine/status/1395380028901314560?ref_src=twsrc%5Etfw">May 20, 2021</a></blockquote>
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<h4 id="reduces-system-complexity"><strong>Reduces system complexity</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">A simple way to reduce complexity of Information Systems <a href="https://t.co/fu78F1v9Es">https://t.co/fu78F1v9Es</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1395305076114083840?ref_src=twsrc%5Etfw">May 20, 2021</a></blockquote>
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<h4 id="vcpkg-enterprise-features"><strong>vcpkg enterprise features</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">All vcpkg enterprise features now generally available: versioning, binary caching, manifests and <a href="https://t.co/PcuNNCLkuW">https://t.co/PcuNNCLkuW</a> by <a href="https://twitter.com/augustin_popa?ref_src=twsrc%5Etfw">@augustin_popa</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1395335330710966277?ref_src=twsrc%5Etfw">May 20, 2021</a></blockquote>
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<h4 id="python-imgui"><strong>Python Imgui</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">If you are curious, I posted an early version on Github: <a href="https://t.co/HU09HTGjvb">https://t.co/HU09HTGjvb</a></p>— Froyok (Fabrice Piquet) (@Froyok) <a href="https://twitter.com/Froyok/status/1394630956712136712?ref_src=twsrc%5Etfw">May 18, 2021</a></blockquote>
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<h4 id="unity-upresremaster-old-assets"><strong>Unity Upres/remaster old assets</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">️ 🚀Automate workflows<br />🖼️ Create photo realism<br />✨ Upres/remaster old assets<br /><br />Nathaniel Bell, Principal Artist at Insomniac Games discusses at GDC Showcase how Unity ArtEngine’s helped his team — watch now on-demand: <a href="https://t.co/uZPvTiGIr9">https://t.co/uZPvTiGIr9</a> <a href="https://t.co/TRtDOWibJi">pic.twitter.com/TRtDOWibJi</a></p>— Unity (@unity3d) <a href="https://twitter.com/unity3d/status/1394279034826240005?ref_src=twsrc%5Etfw">May 17, 2021</a></blockquote>
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<h4 id="our-machinery-forums-moved"><strong>Our Machinery forums moved</strong></h4>
<ul class="inline">
<li class="tag_box_v2">TheMachinery</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">We've moved the Forums for <a href="https://twitter.com/ourmachinery?ref_src=twsrc%5Etfw">@ourmachinery</a> to use GitHub Discussions. This is a great place to ask general questions about <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a>, give us ideas and feedback, or otherwise interact with the developers and the community:<a href="https://t.co/OeL4NYqXLM">https://t.co/OeL4NYqXLM</a></p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1395809235166842880?ref_src=twsrc%5Etfw">May 21, 2021</a></blockquote>
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<h2 id="-hot-tools-jobs-">🔥 Hot Tools Jobs 🔥</h2>
<p><br /></p>
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<p><br /></p>
<h4 id="systems-engineer--telltale-games"><strong>Systems Engineer @ Telltale Games</strong></h4>
<p><a href="https://twitter.com/ScatteredRay" target="_blank">Indy Ray</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/828714218911432784" target="_blank">careers channel</a></p>
<blockquote>
<p>I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.</p>
</blockquote>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Come work with me on systems on The Wolf Among Us 2 <a href="https://t.co/B0kHCulIHI">https://t.co/B0kHCulIHI</a> Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.</p>— Indy Ray (@ScatteredRay) <a href="https://twitter.com/ScatteredRay/status/1379154535462002690?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
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<h4 id="senior-programmer---tools--media-molecule"><strong>Senior Programmer - Tools @ Media Molecule</strong></h4>
<p><img src="https://pbs.twimg.com/profile_images/1148967477147262976/JmQ5__uZ_400x400.png" alt="Media Molecule logo" /></p>
<p><a href="https://twitter.com/amy_phillips" target="_blank">Amy Phillips</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/829996199952121916" target="_blank">careers channel</a></p>
<p><a href="https://www.mediamolecule.com/jobs/senior_programmer_tools" target="_blank">read more</a></p>
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<h4 id="senior-tools-engineer--infinity-ward"><strong>Senior Tools Engineer @ Infinity Ward</strong></h4>
<p><img src="https://pbs.twimg.com/profile_banners/18742444/1583789181/1080x360" alt="WZ logo" /></p>
<p><a href="https://careers.activision.com/job/R001308/Senior-Tools-Engineer" target="_blank">read more</a></p>
<p>If you want to apply send a DM to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
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<h4 id="software-development-lead---arvr-experiences--the-walt-disney-studios"><strong>Software Development Lead - AR/VR Experiences @ The Walt Disney Studios</strong></h4>
<p><a href="https://twitter.com/meshula" target="_blank">Nick Porcino</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/831328580008542229" target="_blank">careers channel</a></p>
<p><a href="https://www.linkedin.com/jobs/view/2475183946/" target="_blank">read more</a></p>
<p><br /></p>
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<h4 id="senior-tools-programmer--tuque-games"><strong>Senior Tools Programmer @ Tuque Games</strong></h4>
<p><img src="https://www.tuquegames.com/dist/images/Logo_TuqueGames_Color_Invert.png" alt="WZ logo" /></p>
<p><a href="https://ca.linkedin.com/in/igorrafaeldesousa" target="_blank">Igor Rafael de Sousa</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/836596644131635230" target="_blank">careers channel</a></p>
<blockquote>
<p>My team at Tuque Games, currently working on D&D Dark Alliance, is open for hiring a new Sr. Tools Programmer. We are located in Montreal but there is plenty of time to move here while we are working from home. There is no job posting yet but I’m happy to talk about my experience so far. You can reach out to me or simply apply via our careers page: https://www.tuquegames.com/career.</p>
</blockquote>
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<h4 id="tools-programmer--ready-at-dawn"><strong>Tools Programmer @ Ready at Dawn</strong></h4>
<p><a href="https://www.facebook.com/careers/v2/jobs/237762068139796/" target="_blank">read more</a></p>
<p><code class="language-plaintext highlighter-rouge">Joe Ferfecki</code> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/842452809210396722" target="_blank">careers channel</a></p>
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<h2 id="did-you-know">Did You Know??</h2>
<ul>
<li>Did you know there is a <a href="https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradigm" target="_blank">WIP definition for IMGUI</a></li>
</ul>
<hr />
<h2 id="random">#random</h2>
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<p><br /></p>
<h4 id="motion-simulator-for-50"><strong>Motion simulator for 50$</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">An enthusiast built a racing motion simulator for 50$ by using Galvanic Vestibular Stimulation connected to BeamNG to feel the accelerations:<a href="https://t.co/Rzyjf1EMt2">https://t.co/Rzyjf1EMt2</a><a href="https://twitter.com/hashtag/tech?src=hash&ref_src=twsrc%5Etfw">#tech</a> <a href="https://twitter.com/hashtag/fun?src=hash&ref_src=twsrc%5Etfw">#fun</a> <a href="https://twitter.com/hashtag/simulation?src=hash&ref_src=twsrc%5Etfw">#simulation</a> <a href="https://twitter.com/hashtag/games?src=hash&ref_src=twsrc%5Etfw">#games</a> <a href="https://twitter.com/hashtag/racing?src=hash&ref_src=twsrc%5Etfw">#racing</a> <a href="https://t.co/u3zdMpxBmz">pic.twitter.com/u3zdMpxBmz</a></p>— 80 LEVEL (@80Level) <a href="https://twitter.com/80Level/status/1394906388250378241?ref_src=twsrc%5Etfw">May 19, 2021</a></blockquote>
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<p><br />
<br /></p>
<h1 id="is-there-something-missing">Is there something missing?</h1>
<h2 id="send-a-tip">Send a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p>Info gathering tech by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a>, <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
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<br /></p>
GameDev Tools Weekly - Issue 14 — May 17th, 20212021-05-17T11:00:00+00:00http://TheToolsmiths.github.io/2021/05/17/gamedev-tools-weekly-14<p>GameDev Tools weekly made by <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><br /></p>
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<h4 id="technical-issues-in-tools-development-roundtables"><strong>Technical Issues in Tools Development Roundtables</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
<li class="tag_box_v2"> Toolsmiths</li>
<li class="tag_box_v2"> GDC</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Reminder that Technical Issues in Tools Development is on the docket for GDC 2021, as well as the Tools Summit, which in particular has some fun stuff in store! <a href="https://t.co/sPEUgtlrsw">https://t.co/sPEUgtlrsw</a></p>— Geoff Evans (@gorlak) <a href="https://twitter.com/gorlak/status/1390749798958092291?ref_src=twsrc%5Etfw">May 7, 2021</a></blockquote>
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<h4 id="tools-design-roundtables"><strong>Tools Design Roundtables</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
<li class="tag_box_v2"> Toolsmiths</li>
<li class="tag_box_v2"> GDC</li>
</ul>
<p>Join <a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a> for the Tools Design Roundtables!</p>
<p><a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-1-design/880585" target="_blank">Tools Design Roundtable Day 1: Design</a></p>
<p><a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-1-design/880585" target="_blank">Tools Design Roundtable Day 2: Production</a></p>
<p><img src="https://www.gdconf.com/sites/default/files/GDC21_35th_logo_0.svg" alt="GDC21 35th logo" /></p>
<p><br /></p>
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<h4 id="use-addresssanitizer-to-find-bugs"><strong>use AddressSanitizer to find bugs</strong></h4>
<ul class="inline">
<li class="tag_box_v2">cpp</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Finding Bugs with AddressSanitizer: Patterns from Open Source Projects | C++ Team Blog <a href="https://t.co/3N7vj7jdU8">https://t.co/3N7vj7jdU8</a> by <a href="https://twitter.com/KevinCadieuxMS?ref_src=twsrc%5Etfw">@KevinCadieuxMS</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1392073769556922368?ref_src=twsrc%5Etfw">May 11, 2021</a></blockquote>
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<h4 id="narrative-scripting-systems"><strong>Narrative scripting systems</strong></h4>
<ul class="inline">
<li class="tag_box_v2">tools</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="und">👀 <a href="https://t.co/PbQUlO471U">https://t.co/PbQUlO471U</a></p>— Yarn Spinner (@YarnSpinnerTool) <a href="https://twitter.com/YarnSpinnerTool/status/1392681942928166913?ref_src=twsrc%5Etfw">May 13, 2021</a></blockquote>
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<p><br /></p>
<h4 id="header-only-platform-independent-utilities"><strong>header-only platform-independent utilities</strong></h4>
<ul class="inline">
<li class="tag_box_v2">cpp</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Not Enough Standards, my C++17/20 library for cross-platform utilities <a href="https://t.co/Nlr4I6Dcxq">https://t.co/Nlr4I6Dcxq</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1392889132511162368?ref_src=twsrc%5Etfw">May 13, 2021</a></blockquote>
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<p><br /></p>
<h4 id="16m-triangles-model-in-the-browser"><strong>16M triangles model in the browser</strong></h4>
<ul class="inline">
<li class="tag_box_v2">web</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">An interesting scan by <a href="https://twitter.com/prague360?ref_src=twsrc%5Etfw">@prague360</a>: <a href="https://t.co/nvqamv0Z9F">https://t.co/nvqamv0Z9F</a><br /><br />It's a 16M triangles model that you can view in your browser with smooth frame rate. Even on your phone! Check it out. It's hosted by <a href="https://twitter.com/NiraOfficial?ref_src=twsrc%5Etfw">@NiraOfficial</a>.<a href="https://twitter.com/hashtag/photogrammetry?src=hash&ref_src=twsrc%5Etfw">#photogrammetry</a> <a href="https://twitter.com/hashtag/nira?src=hash&ref_src=twsrc%5Etfw">#nira</a></p>— Dario Manesku (@dariomanesku) <a href="https://twitter.com/dariomanesku/status/1391988151799799811?ref_src=twsrc%5Etfw">May 11, 2021</a></blockquote>
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<p><br /></p>
<h4 id="dion-systems"><strong>Dion Systems</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Just came across a PL/IDE experiment, "Dion Systems" at <a href="https://twitter.com/handmade_seattl?ref_src=twsrc%5Etfw">@handmade_seattl</a> : <a href="https://t.co/jTYTRBZaRf">https://t.co/jTYTRBZaRf</a><br /><br />The presentation is great, and shows what editing code could be like. Very cool stuff!<br /><br />h/t <a href="https://twitter.com/mksh_io?ref_src=twsrc%5Etfw">@mksh_io</a> for sharing it after I shared <a href="https://twitter.com/rikarends?ref_src=twsrc%5Etfw">@rikarends</a>' makepad!</p>— Sean Grove (@sgrove) <a href="https://twitter.com/sgrove/status/1392556297711538177?ref_src=twsrc%5Etfw">May 12, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="get-your-ticket"><strong>Get your ticket</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Nice one! We're not far from running out of early birds already. The pent-up demand is palpable😅</p>— Handmade Seattle (@handmade_seattl) <a href="https://twitter.com/handmade_seattl/status/1394095202172739584?ref_src=twsrc%5Etfw">May 17, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="history-of-the-tool-palette"><strong>History of the Tool Palette</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">This is actually something I spent a fair amount of time looking into recently. I think MacPaint is a key early step, and this is how they tell it, but I actually saw at least one other earlier example so perhaps a case of convergent evolution.<br /><br />Source: <a href="https://t.co/GyVgR13cH0">https://t.co/GyVgR13cH0</a> <a href="https://t.co/VUGyZ2pn0x">pic.twitter.com/VUGyZ2pn0x</a></p>— David Cole (@irondavy) <a href="https://twitter.com/irondavy/status/1393580579178782724?ref_src=twsrc%5Etfw">May 15, 2021</a></blockquote>
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<blockquote class="twitter-tweet" data-conversation="none"><p lang="en" dir="ltr">I've gone looking for this on numerous occasions and have sadly never came across anything comprehensive. However, this visual charting the evolution (or lack thereof) of Photoshop's toolbar over the years is worth a mention:<a href="https://t.co/RW73Inv1R1">https://t.co/RW73Inv1R1</a> <a href="https://t.co/iYIHOLIgtx">pic.twitter.com/iYIHOLIgtx</a></p>— Molly Mielke (@mollyfmielke) <a href="https://twitter.com/mollyfmielke/status/1393931532625059842?ref_src=twsrc%5Etfw">May 16, 2021</a></blockquote>
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<h4 id="adaptive-tessellation"><strong>Adaptive tessellation</strong></h4>
<ul class="inline">
<li class="tag_box_v2">editor</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Adaptive tessellation. Still not completely watertight... but at least it isn't completely broken either! <a href="https://t.co/iMxe4KfzKb">pic.twitter.com/iMxe4KfzKb</a></p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1394038408356536320?ref_src=twsrc%5Etfw">May 16, 2021</a></blockquote>
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<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">This is just a Catmull-Clark subdiv. I am toying with a way to produce regularly spaced micro-polygons.<br />It’s on the line of what a REYES renderer would tessellate, but I am aiming for a watertight result without T-junctions.</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1394104503654404101?ref_src=twsrc%5Etfw">May 17, 2021</a></blockquote>
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<h4 id="box-art-tool"><strong>Box art tool</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Man I really need to fix up the tool we used when setting up Hammerting. I call it unworstify because it removes the worst part of game dev. May not be entirely true 😅<a href="https://t.co/OV58BGM6tj">https://t.co/OV58BGM6tj</a><br /><br />I believe it works but it desperately needs some documentation and UX.</p>— Anders Elfgren (@Srekel) <a href="https://twitter.com/Srekel/status/1392549060612169729?ref_src=twsrc%5Etfw">May 12, 2021</a></blockquote>
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<h4 id="tiny-tools-roundup"><strong>Tiny Tools roundup</strong></h4>
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</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">✨✨ it's done!! i've spent the last several months tagging 600+ open source, experimental and tiny tools towards joyful digital creation - and built a website for sorting through them:<a href="https://t.co/YR9vKhOeOL">https://t.co/YR9vKhOeOL</a> <a href="https://t.co/ht0HcK0yAk">pic.twitter.com/ht0HcK0yAk</a></p>— everest (@everestpipkin) <a href="https://twitter.com/everestpipkin/status/1382041649006706690?ref_src=twsrc%5Etfw">April 13, 2021</a></blockquote>
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<h4 id="scalable-3d-gui-toolkit"><strong>Scalable 3D GUI toolkit</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Check out Seduce: <a href="https://t.co/hHiJbeLplH">https://t.co/hHiJbeLplH</a> Its a immediate mode UI, that separates, time, events and graphics, and uses user provider void pointers as persistent ids. Been using the model for 10+ years and I love it. DM me if you want details.</p>— Eskil Steenberg (@EskilSteenberg) <a href="https://twitter.com/EskilSteenberg/status/1393167080669786114?ref_src=twsrc%5Etfw">May 14, 2021</a></blockquote>
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<h4 id="collaborate-in-blender"><strong>Collaborate in Blender</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Ubisoft released a new stable version of their open-source collaboration add-on for Blender called Mixer:<a href="https://t.co/XGP7F5FTVR">https://t.co/XGP7F5FTVR</a><a href="https://twitter.com/hashtag/blender3d?src=hash&ref_src=twsrc%5Etfw">#blender3d</a> <a href="https://twitter.com/hashtag/blender?src=hash&ref_src=twsrc%5Etfw">#blender</a> <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/3dart?src=hash&ref_src=twsrc%5Etfw">#3dart</a> <a href="https://twitter.com/hashtag/ub?src=hash&ref_src=twsrc%5Etfw">#ub</a> <a href="https://t.co/n9VJUVkWO3">pic.twitter.com/n9VJUVkWO3</a></p>— 80 LEVEL (@80Level) <a href="https://twitter.com/80Level/status/1392541874397843460?ref_src=twsrc%5Etfw">May 12, 2021</a></blockquote>
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<h4 id="debug-a-c-crash"><strong>Debug a C++ crash</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Our Machinery</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Choose your own adventure blog with <a href="https://twitter.com/niklasfrykholm?ref_src=twsrc%5Etfw">@niklasfrykholm</a> “A Debugging Story” <a href="https://twitter.com/hashtag/GameDev?src=hash&ref_src=twsrc%5Etfw">#GameDev</a> <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a> <a href="https://t.co/4Ir4BTZv7l">https://t.co/4Ir4BTZv7l</a></p>— Our Machinery (@ourmachinery) <a href="https://twitter.com/ourmachinery/status/1389365680454045696?ref_src=twsrc%5Etfw">May 3, 2021</a></blockquote>
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<h4 id="generating-primitive-shapes-in-c"><strong>Generating Primitive Shapes in C++</strong></h4>
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<p>Source: <a href="https://www.jendrikillner.com/post/graphics-programming-weekly-issue-182/" target="_blank">Graphics Programming weekly - Issue 182 — May 9, 2021 by Jendrik Illner</a></p>
<p><img src="https://www.danielsieger.com/images/generating_primitives_teaser.png" alt="article" /></p>
<p><a href="https://www.danielsieger.com/blog/2021/05/03/generating-primitive-shapes.html" target="_blank">read more</a></p>
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<h2 id="-hot-tools-jobs-">🔥 Hot Tools Jobs 🔥</h2>
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<h4 id="systems-engineer--telltale-games"><strong>Systems Engineer @ Telltale Games</strong></h4>
<p><a href="https://twitter.com/ScatteredRay" target="_blank">Indy Ray</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/828714218911432784" target="_blank">careers channel</a></p>
<blockquote>
<p>I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.</p>
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<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Come work with me on systems on The Wolf Among Us 2 <a href="https://t.co/B0kHCulIHI">https://t.co/B0kHCulIHI</a> Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.</p>— Indy Ray (@ScatteredRay) <a href="https://twitter.com/ScatteredRay/status/1379154535462002690?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
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<h4 id="senior-programmer---tools--media-molecule"><strong>Senior Programmer - Tools @ Media Molecule</strong></h4>
<p><img src="https://pbs.twimg.com/profile_images/1148967477147262976/JmQ5__uZ_400x400.png" alt="Media Molecule logo" /></p>
<p><a href="https://twitter.com/amy_phillips" target="_blank">Amy Phillips</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/829996199952121916" target="_blank">careers channel</a></p>
<p><a href="https://www.mediamolecule.com/jobs/senior_programmer_tools" target="_blank">read more</a></p>
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<h4 id="senior-tools-engineer--infinity-ward"><strong>Senior Tools Engineer @ Infinity Ward</strong></h4>
<p><img src="https://pbs.twimg.com/profile_banners/18742444/1583789181/1080x360" alt="WZ logo" /></p>
<p><a href="https://careers.activision.com/job/R001308/Senior-Tools-Engineer" target="_blank">read more</a></p>
<p>If you want to apply send a DM to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
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<h4 id="software-development-lead---arvr-experiences--the-walt-disney-studios"><strong>Software Development Lead - AR/VR Experiences @ The Walt Disney Studios</strong></h4>
<p><a href="https://twitter.com/meshula" target="_blank">Nick Porcino</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/831328580008542229" target="_blank">careers channel</a></p>
<p><a href="https://www.linkedin.com/jobs/view/2475183946/" target="_blank">read more</a></p>
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<h4 id="senior-tools-programmer--tuque-games"><strong>Senior Tools Programmer @ Tuque Games</strong></h4>
<p><img src="https://www.tuquegames.com/dist/images/Logo_TuqueGames_Color_Invert.png" alt="WZ logo" /></p>
<p><a href="https://ca.linkedin.com/in/igorrafaeldesousa" target="_blank">Igor Rafael de Sousa</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/836596644131635230" target="_blank">careers channel</a></p>
<blockquote>
<p>My team at Tuque Games, currently working on D&D Dark Alliance, is open for hiring a new Sr. Tools Programmer. We are located in Montreal but there is plenty of time to move here while we are working from home. There is no job posting yet but I’m happy to talk about my experience so far. You can reach out to me or simply apply via our careers page: https://www.tuquegames.com/career.</p>
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<h4 id="tools-programmer--ready-at-dawn"><strong>Tools Programmer @ Ready at Dawn</strong></h4>
<p><a href="https://www.facebook.com/careers/v2/jobs/237762068139796/" target="_blank">read more</a></p>
<p><code class="language-plaintext highlighter-rouge">Joe Ferfecki</code> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/842452809210396722" target="_blank">careers channel</a></p>
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<h2 id="random">#random</h2>
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<h4 id="quake-postmortem"><strong>Quake postmortem</strong></h4>
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<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">John Romero is giving a Quake postmortem at GDC 2021<a href="https://t.co/PVd0FhegnC">https://t.co/PVd0FhegnC</a></p>— Official_GDC (@Official_GDC) <a href="https://twitter.com/Official_GDC/status/1392154312814465024?ref_src=twsrc%5Etfw">May 11, 2021</a></blockquote>
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<h4 id="origins-of-mana"><strong>Origins of “mana”</strong></h4>
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</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">On the Austronesian origins of “mana” in games:<a href="https://t.co/NsMiSoGeI5">https://t.co/NsMiSoGeI5</a> <a href="https://t.co/X7BYAsAhLJ">pic.twitter.com/X7BYAsAhLJ</a></p>— David Cole (@irondavy) <a href="https://twitter.com/irondavy/status/1393728460506365953?ref_src=twsrc%5Etfw">May 16, 2021</a></blockquote>
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<h4 id="direct-delta-mush-skinning-compression"><strong>Direct Delta Mush Skinning Compression</strong></h4>
<ul class="inline">
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<p>Source: <a href="https://www.jendrikillner.com/post/graphics-programming-weekly-issue-182/" target="_blank">Graphics Programming weekly - Issue 182 — May 9, 2021 by Jendrik Illner</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Paper: “Direct Delta Mush Skinning Compression with Continuous Examples”<br /><br />SEED’s team introduces a compression method into Direct Delta Mush to significantly reduce storage cost and improve run-time performance.<br /><br />Download the paper and watch the video. <a href="https://t.co/UXZAK7plx3">https://t.co/UXZAK7plx3</a> <a href="https://t.co/jnO7wR6qRT">pic.twitter.com/jnO7wR6qRT</a></p>— SEED (@seed) <a href="https://twitter.com/seed/status/1390298211169013762?ref_src=twsrc%5Etfw">May 6, 2021</a></blockquote>
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<h1 id="is-there-something-missing">Is there something missing?</h1>
<h2 id="send-a-tip">Send a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p>Info gathering tech by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a>, <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
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GameDev Tools Weekly - Issue 13 — May 10th, 20212021-05-10T11:00:00+00:00http://TheToolsmiths.github.io/2021/05/10/gamedev-tools-weekly-13<p>GameDev Tools weekly made by <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
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<h4 id="technical-issues-in-tools-development-roundtables"><strong>Technical Issues in Tools Development Roundtables</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
<li class="tag_box_v2"> Toolsmiths</li>
<li class="tag_box_v2"> GDC</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Reminder that Technical Issues in Tools Development is on the docket for GDC 2021, as well as the Tools Summit, which in particular has some fun stuff in store! <a href="https://t.co/sPEUgtlrsw">https://t.co/sPEUgtlrsw</a></p>— Geoff Evans (@gorlak) <a href="https://twitter.com/gorlak/status/1390749798958092291?ref_src=twsrc%5Etfw">May 7, 2021</a></blockquote>
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<h4 id="tools-design-roundtables"><strong>Tools Design Roundtables</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
<li class="tag_box_v2"> Toolsmiths</li>
<li class="tag_box_v2"> GDC</li>
</ul>
<p>Join <a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a> for the Tools Design Roundtables!</p>
<p><a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-1-design/880585" target="_blank">Tools Design Roundtable Day 1: Design</a></p>
<p><a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-1-design/880585" target="_blank">Tools Design Roundtable Day 2: Production</a></p>
<p><img src="https://www.gdconf.com/sites/default/files/GDC21_35th_logo_0.svg" alt="GDC21 35th logo" /></p>
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<h4 id="time-for-tiniusd"><strong>Time for tiniUSD?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Universal Scene Description</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Maybe we should write a “tinyUSD” library where we peal off all the dependencies, or at least those completely unnecessary (yes, I am looking at you, boost...)<br /><br />Problem would be maintaining it, which is something I wouldn’t want to do.</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1389951369696645125?ref_src=twsrc%5Etfw">May 5, 2021</a></blockquote>
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<h4 id="oscillator-ui"><strong>Oscillator UI</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UI</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en"><a href="https://twitter.com/hashtag/EmberGen?src=hash&ref_src=twsrc%5Etfw">#EmberGen</a>'s new UI is taking shape and here's a sneak peak our our new oscillator node. Generate complex movements with no key frames. <a href="https://t.co/s00jG3X3NQ">pic.twitter.com/s00jG3X3NQ</a></p>— JangaFX Software (@JangaFX) <a href="https://twitter.com/JangaFX/status/1390825066095579139?ref_src=twsrc%5Etfw">May 8, 2021</a></blockquote>
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<h4 id="now-on-youtube-technical-tools-for-authoring-branching-dialogue"><strong>Now on YouTube: Technical Tools for Authoring Branching Dialogue</strong></h4>
<ul class="inline">
<li class="tag_box_v2">GDC</li>
<li class="tag_box_v2"> GDC Vault</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">New on YouTube: Technical Tools for Authoring Branching Dialogue, from <a href="https://twitter.com/Obsidian?ref_src=twsrc%5Etfw">@Obsidian</a>'s <a href="https://twitter.com/Carrie_Patel?ref_src=twsrc%5Etfw">@Carrie_Patel</a> & David Szymczyk <a href="https://t.co/X4iA7cT0Rj">https://t.co/X4iA7cT0Rj</a></p>— Official_GDC (@Official_GDC) <a href="https://twitter.com/Official_GDC/status/1389249241453797377?ref_src=twsrc%5Etfw">May 3, 2021</a></blockquote>
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<h4 id="machine-learning-and-human-creativity"><strong>Machine Learning and human creativity</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Machine Learning</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Should be a really interesting conversation! Join to watch me have to defend applying AI to Creativity as a real pursuit, but not a threat to human jobs. <a href="https://t.co/i7zW3pQUaE">https://t.co/i7zW3pQUaE</a></p>— Matthew Guzdial (@MatthewGuz) <a href="https://twitter.com/MatthewGuz/status/1389967459248054275?ref_src=twsrc%5Etfw">May 5, 2021</a></blockquote>
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<h4 id="getters-setters-and-performance"><strong>Getters, Setters, and Performance</strong></h4>
<ul class="inline">
<li class="tag_box_v2">cpp</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Thoughts about getters and setters <a href="https://t.co/4fDDfYGC08">https://t.co/4fDDfYGC08</a> by <a href="https://twitter.com/cpprendering?ref_src=twsrc%5Etfw">@cpprendering</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1389265388911824901?ref_src=twsrc%5Etfw">May 3, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="vcpkg-search"><strong>vcpkg search</strong></h4>
<ul class="inline">
<li class="tag_box_v2">cpp</li>
<li class="tag_box_v2"> build</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">vcpkg now (finally) has site with search functionality <a href="https://t.co/lYAIfMvbYH">https://t.co/lYAIfMvbYH</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1389869326669291520?ref_src=twsrc%5Etfw">May 5, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="making-tools-with-blueprints"><strong>Making tools with Blueprints</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unreal Engine</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Kind of tools that can be done entirely using Blueprint with EditorModeToolUtility :)<a href="https://twitter.com/hashtag/screenshotsaturday?src=hash&ref_src=twsrc%5Etfw">#screenshotsaturday</a> <a href="https://twitter.com/hashtag/UE4?src=hash&ref_src=twsrc%5Etfw">#UE4</a> <a href="https://twitter.com/hashtag/UnrealEngine?src=hash&ref_src=twsrc%5Etfw">#UnrealEngine</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/biAY9nrkI9">pic.twitter.com/biAY9nrkI9</a></p>— Elhoussine Mehnik (@HoussineMehnik) <a href="https://twitter.com/HoussineMehnik/status/1391085990450802689?ref_src=twsrc%5Etfw">May 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="conan-cmake-qt6-template"><strong>Conan, CMake, Qt6 template</strong></h4>
<ul class="inline">
<li class="tag_box_v2">cpp</li>
<li class="tag_box_v2"> qt</li>
<li class="tag_box_v2"> build</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">A Conan, CMake, Qt6 project template for C++ <a href="https://t.co/aPgaifoerZ">https://t.co/aPgaifoerZ</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1390865955497005057?ref_src=twsrc%5Etfw">May 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="a-great-read-about-serialization"><strong>A great read about serialization</strong></h4>
<ul class="inline">
<li class="tag_box_v2">pipeline</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">This is worth reading. <a href="https://t.co/1MWrioyAn0">https://t.co/1MWrioyAn0</a></p>— Mikko Mononen (@MikkoMononen) <a href="https://twitter.com/MikkoMononen/status/1390949468862877696?ref_src=twsrc%5Etfw">May 8, 2021</a></blockquote>
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<p><br />
<br /></p>
<h2 id="-hot-tools-jobs-">🔥 Hot Tools Jobs 🔥</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="systems-engineer--telltale-games"><strong>Systems Engineer @ Telltale Games</strong></h4>
<p><a href="https://twitter.com/ScatteredRay" target="_blank">Indy Ray</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/828714218911432784" target="_blank">careers channel</a></p>
<blockquote>
<p>I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.</p>
</blockquote>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Come work with me on systems on The Wolf Among Us 2 <a href="https://t.co/B0kHCulIHI">https://t.co/B0kHCulIHI</a> Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.</p>— Indy Ray (@ScatteredRay) <a href="https://twitter.com/ScatteredRay/status/1379154535462002690?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-programmer---tools--media-molecule"><strong>Senior Programmer - Tools @ Media Molecule</strong></h4>
<p><img src="https://pbs.twimg.com/profile_images/1148967477147262976/JmQ5__uZ_400x400.png" alt="Media Molecule logo" /></p>
<p><a href="https://twitter.com/amy_phillips" target="_blank">Amy Phillips</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/829996199952121916" target="_blank">careers channel</a></p>
<p><a href="https://www.mediamolecule.com/jobs/senior_programmer_tools" target="_blank">read more</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-tools-engineer--infinity-ward"><strong>Senior Tools Engineer @ Infinity Ward</strong></h4>
<p><img src="https://pbs.twimg.com/profile_banners/18742444/1583789181/1080x360" alt="WZ logo" /></p>
<p><a href="https://careers.activision.com/job/R001308/Senior-Tools-Engineer" target="_blank">read more</a></p>
<p>If you want to apply send a DM to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="software-development-lead---arvr-experiences--the-walt-disney-studios"><strong>Software Development Lead - AR/VR Experiences @ The Walt Disney Studios</strong></h4>
<p><a href="https://twitter.com/meshula" target="_blank">Nick Porcino</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/831328580008542229" target="_blank">careers channel</a></p>
<p><a href="https://www.linkedin.com/jobs/view/2475183946/" target="_blank">read more</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-tools-programmer--tuque-games"><strong>Senior Tools Programmer @ Tuque Games</strong></h4>
<p><img src="https://www.tuquegames.com/dist/images/Logo_TuqueGames_Color_Invert.png" alt="WZ logo" /></p>
<p><a href="https://ca.linkedin.com/in/igorrafaeldesousa" target="_blank">Igor Rafael de Sousa</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/836596644131635230" target="_blank">careers channel</a></p>
<blockquote>
<p>My team at Tuque Games, currently working on D&D Dark Alliance, is open for hiring a new Sr. Tools Programmer. We are located in Montreal but there is plenty of time to move here while we are working from home. There is no job posting yet but I’m happy to talk about my experience so far. You can reach out to me or simply apply via our careers page: https://www.tuquegames.com/career.</p>
</blockquote>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>Toolsmiths @ GDC 2021 July 19-23
<ul>
<li>GDC Tools Summit
<ul>
<li>Join us this summer for:
<ul>
<li><a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!</li>
<li>GDC Tools Roundtables</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<hr />
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="qt-creator-release"><strong>Qt Creator Release</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Qt</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Qt Creator 4.15: What's new in C++ support? <a href="https://t.co/Jp3wwGCctg">https://t.co/Jp3wwGCctg</a> by <a href="https://twitter.com/qtproject?ref_src=twsrc%5Etfw">@qtproject</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1390594098214498315?ref_src=twsrc%5Etfw">May 7, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="rmlui-40-released"><strong>RmlUi 4.0 released</strong></h4>
<ul class="inline">
<li class="tag_box_v2">c++</li>
<li class="tag_box_v2"> build</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">RmlUi 4.0 released - User interface library for C++ based on HTML/CSS <a href="https://t.co/FhqnDthbLq">https://t.co/FhqnDthbLq</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1391499995837173764?ref_src=twsrc%5Etfw">May 9, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<h2 id="random">#random</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="replacement-background-and-update-lighting-with-an-hdri"><strong>Replacement background and update lighting with an HDRI</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Google's new deep-learning algorithm can replace a background in portrait photos and relight them accordingly:<a href="https://t.co/tnBPmeQVub">https://t.co/tnBPmeQVub</a><a href="https://twitter.com/hashtag/google?src=hash&ref_src=twsrc%5Etfw">#google</a> <a href="https://twitter.com/hashtag/deeplearning?src=hash&ref_src=twsrc%5Etfw">#deeplearning</a> <a href="https://twitter.com/hashtag/tech?src=hash&ref_src=twsrc%5Etfw">#tech</a> <a href="https://twitter.com/hashtag/research?src=hash&ref_src=twsrc%5Etfw">#research</a> <a href="https://twitter.com/hashtag/photoediting?src=hash&ref_src=twsrc%5Etfw">#photoediting</a> <a href="https://twitter.com/hashtag/study?src=hash&ref_src=twsrc%5Etfw">#study</a> <a href="https://twitter.com/hashtag/siggraph?src=hash&ref_src=twsrc%5Etfw">#siggraph</a> <a href="https://t.co/QRiVnoINZZ">pic.twitter.com/QRiVnoINZZ</a></p>— 80 LEVEL (@80Level) <a href="https://twitter.com/80Level/status/1389522447695851522?ref_src=twsrc%5Etfw">May 4, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="duality"><strong>Duality</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">When Morgan starts, he never stops :)</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1391140729792221186?ref_src=twsrc%5Etfw">May 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<p><br />
<br /></p>
<h1 id="is-there-something-missing">Is there something missing?</h1>
<h2 id="send-a-tip">Send a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p>Info gathering tech by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a>, <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
<p><br />
<br /></p>
GameDev Tools Weekly - Issue 12 — April 3rd, 20212021-05-03T11:00:00+00:00http://TheToolsmiths.github.io/2021/05/03/gamedev-tools-weekly-12<p>GameDev Tools weekly made by <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="nice-hair"><strong>Nice hair!</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unreal Engine</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">You can create realistic hair and fur faster than ever with Unreal Engine.<br /><br />Comb through our new whitepaper to learn about the advanced real-time tools that make it all possible. <a href="https://twitter.com/hashtag/UE4?src=hash&ref_src=twsrc%5Etfw">#UE4</a><br /><br />Download for free:<a href="https://t.co/BLhm7vD6MV">https://t.co/BLhm7vD6MV</a></p>— Unreal Engine (@UnrealEngine) <a href="https://twitter.com/UnrealEngine/status/1387055453943713794?ref_src=twsrc%5Etfw">April 27, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="speedup-with-tail-call-guarantee"><strong>Speedup with Tail Call guarantee</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C</li>
<li class="tag_box_v2"> pipeline</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Parsing Protobuf at 2+GB/s: How I Learned To Love Tail Calls in C <a href="https://t.co/dmRhaFCOMV">https://t.co/dmRhaFCOMV</a> by <a href="https://twitter.com/JoshHaberman?ref_src=twsrc%5Etfw">@JoshHaberman</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1386758837932150784?ref_src=twsrc%5Etfw">April 26, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="open-mesh-effect-demo"><strong>Open Mesh Effect Demo</strong></h4>
<ul class="inline">
<li class="tag_box_v2">infrastructure</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Wow first working demo of <a href="https://twitter.com/hashtag/OpenMeshEffect?src=hash&ref_src=twsrc%5Etfw">#OpenMeshEffect</a> being used to transfer a <a href="https://twitter.com/hashtag/parametric?src=hash&ref_src=twsrc%5Etfw">#parametric</a> object from <a href="https://twitter.com/hashtag/Blender3D?src=hash&ref_src=twsrc%5Etfw">#Blender3D</a> to <a href="https://twitter.com/hashtag/Unity3D?src=hash&ref_src=twsrc%5Etfw">#Unity3D</a> without burning modifiers in! 🥳 Very exciting, although still quite WIP.<a href="https://twitter.com/hashtag/OpenMfx?src=hash&ref_src=twsrc%5Etfw">#OpenMfx</a> <a href="https://twitter.com/hashtag/UnityMfx?src=hash&ref_src=twsrc%5Etfw">#UnityMfx</a> <a href="https://t.co/JvKdvXRU3T">pic.twitter.com/JvKdvXRU3T</a></p>— Élie Michel 🍪 (@exppad) <a href="https://twitter.com/exppad/status/1386796079732203522?ref_src=twsrc%5Etfw">April 26, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="edit-models-in-ue"><strong>Edit models in UE</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unreal Engine</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Want to learn how to edit a 3D model in Unreal Engine?<br /><br />Take a look at the in-editor tools for basic modeling, texturing, and optimizing meshes in our latest Unreal Tips & Tricks.<br /><br />Watch now: <a href="https://t.co/1KyoSigLmS">https://t.co/1KyoSigLmS</a><br /> <a href="https://twitter.com/hashtag/UE4?src=hash&ref_src=twsrc%5Etfw">#UE4</a></p>— Unreal Engine (@UnrealEngine) <a href="https://twitter.com/UnrealEngine/status/1388894048853757954?ref_src=twsrc%5Etfw">May 2, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="predefined-uv-layouts"><strong>Predefined UV layouts</strong></h4>
<ul class="inline">
<li class="tag_box_v2">editor</li>
</ul>
<blockquote class="twitter-tweet" data-partner="tweetdeck"><p lang="en" dir="ltr">Check out a new feature for UV mapping called Hotspot Texturing added to UModeler in Unity:<a href="https://t.co/zJbAn4RkFD">https://t.co/zJbAn4RkFD</a><a href="https://twitter.com/hashtag/unity3d?src=hash&ref_src=twsrc%5Etfw">#unity3d</a> <a href="https://twitter.com/hashtag/madewithunity?src=hash&ref_src=twsrc%5Etfw">#madewithunity</a> <a href="https://twitter.com/hashtag/unity?src=hash&ref_src=twsrc%5Etfw">#unity</a> <a href="https://twitter.com/hashtag/umodeler?src=hash&ref_src=twsrc%5Etfw">#umodeler</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/indiedev?src=hash&ref_src=twsrc%5Etfw">#indiedev</a> <a href="https://twitter.com/hashtag/3dart?src=hash&ref_src=twsrc%5Etfw">#3dart</a> <a href="https://twitter.com/UModeler?ref_src=twsrc%5Etfw">@UModeler</a> <a href="https://t.co/D2nEnimsFQ">pic.twitter.com/D2nEnimsFQ</a></p>— 80 LEVEL (@80Level) <a href="https://twitter.com/80Level/status/1387771095906983941?ref_src=twsrc%5Etfw">April 29, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="metahuman-creator-overview"><strong>MetaHuman Creator overview</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unreal Engine</li>
</ul>
<p><a href="https://www.youtube.com/watch?v=ys3JivS-iXU&t=603s" target="_blank">video link (with timestamp)</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Did you miss the chance to see it live? Jump on over to Youtube where you can watch it back, with timestamps! <a href="https://t.co/FsZtBhwJ1A">https://t.co/FsZtBhwJ1A</a></p>— Unreal Engine (@UnrealEngine) <a href="https://twitter.com/UnrealEngine/status/1386788750546571268?ref_src=twsrc%5Etfw">April 26, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="lighting-workflows-in-cryengine"><strong>Lighting workflows in CRYENGINE</strong></h4>
<ul class="inline">
<li class="tag_box_v2">CRYENGINE</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Lighting Artist Lars Hofrichter delivers a must-watch presentation featuring CRYENGINE's powerful lighting and environment tools: <a href="https://t.co/XjX18i1xcC">https://t.co/XjX18i1xcC</a> <a href="https://t.co/yHgZ3sWMO0">pic.twitter.com/yHgZ3sWMO0</a></p>— CRYENGINE (@cryengine) <a href="https://twitter.com/cryengine/status/1384869997009309699?ref_src=twsrc%5Etfw">April 21, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="place--avoid"><strong>Place & avoid</strong></h4>
<ul class="inline">
<li class="tag_box_v2">editor</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-96-30-04-2021/" target="_blank">Technically Art: Issue 96 (30.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Teaser for new tutorial. It's not about the exposure avoidance but some optimization techniques. <a href="https://twitter.com/hashtag/GameDev?src=hash&ref_src=twsrc%5Etfw">#GameDev</a> <a href="https://twitter.com/hashtag/MadeWithUnity?src=hash&ref_src=twsrc%5Etfw">#MadeWithUnity</a> <a href="https://t.co/XFzIzVZKeX">pic.twitter.com/XFzIzVZKeX</a></p>— Ming-Lun “Allen” Chou (@TheAllenChou) <a href="https://twitter.com/TheAllenChou/status/1386587274536656896?ref_src=twsrc%5Etfw">April 26, 2021</a></blockquote>
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<h4 id="easy-pixel-art"><strong>Easy Pixel Art</strong></h4>
<ul class="inline">
<li class="tag_box_v2">workflow</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Finally done! <br />A PXL Render Toolset for <a href="https://twitter.com/hashtag/Houdini?src=hash&ref_src=twsrc%5Etfw">#Houdini</a>.<br />This was personal research being part of Tech Outsource Team at <a href="https://twitter.com/BuasGames?ref_src=twsrc%5Etfw">@BuasGames</a> <br />Gumroad: <a href="https://t.co/Xc2U4xabog">https://t.co/Xc2U4xabog</a><br />Trailer: <a href="https://t.co/G8TPphSO5q">https://t.co/G8TPphSO5q</a><br />Quickstart: <a href="https://t.co/90jeIfAHfF">https://t.co/90jeIfAHfF</a><a href="https://twitter.com/sidefx?ref_src=twsrc%5Etfw">@sidefx</a> <a href="https://twitter.com/hashtag/pixelart?src=hash&ref_src=twsrc%5Etfw">#pixelart</a> <a href="https://twitter.com/hashtag/techart?src=hash&ref_src=twsrc%5Etfw">#techart</a> <a href="https://twitter.com/hashtag/buas?src=hash&ref_src=twsrc%5Etfw">#buas</a> <a href="https://twitter.com/hashtag/tool?src=hash&ref_src=twsrc%5Etfw">#tool</a> <a href="https://twitter.com/hashtag/procedural?src=hash&ref_src=twsrc%5Etfw">#procedural</a> <a href="https://t.co/99jjiOWBIx">pic.twitter.com/99jjiOWBIx</a></p>— Joshua Rizzo (@josh_rzo) <a href="https://twitter.com/josh_rzo/status/1388445880009826305?ref_src=twsrc%5Etfw">May 1, 2021</a></blockquote>
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<h4 id="hands-sim-for-vr-devs"><strong>Hands sim for VR devs</strong></h4>
<ul class="inline">
<li class="tag_box_v2">VR</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-96-30-04-2021/" target="_blank">Technically Art: Issue 96 (30.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Meet the Smart Hands! 🙌<br /><br />I'm working on the next iteration of my interaction system for <a href="https://twitter.com/HandPhysicsLab?ref_src=twsrc%5Etfw">@HandPhysicsLab</a> using the combination of predefined hand poses, dynamic IK-based posing and fully physics-based fingers. First prototype is looking promising! 😃<a href="https://twitter.com/hashtag/hantracking?src=hash&ref_src=twsrc%5Etfw">#hantracking</a> <a href="https://twitter.com/hashtag/oculus?src=hash&ref_src=twsrc%5Etfw">#oculus</a> <a href="https://t.co/2TXisStwSC">pic.twitter.com/2TXisStwSC</a></p>— Dennys Kuhnert (@DennysKuhnert) <a href="https://twitter.com/DennysKuhnert/status/1387423089340911623?ref_src=twsrc%5Etfw">April 28, 2021</a></blockquote>
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<p><br />
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<h2 id="-hot-tools-jobs-">🔥 Hot Tools Jobs 🔥</h2>
<p><br /></p>
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<p><br /></p>
<h4 id="systems-engineer--telltale-games"><strong>Systems Engineer @ Telltale Games</strong></h4>
<p><a href="https://twitter.com/ScatteredRay" target="_blank">Indy Ray</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/828714218911432784" target="_blank">careers channel</a></p>
<blockquote>
<p>I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.</p>
</blockquote>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Come work with me on systems on The Wolf Among Us 2 <a href="https://t.co/B0kHCulIHI">https://t.co/B0kHCulIHI</a> Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.</p>— Indy Ray (@ScatteredRay) <a href="https://twitter.com/ScatteredRay/status/1379154535462002690?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
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<p><br /></p>
<h4 id="senior-programmer---tools--media-molecule"><strong>Senior Programmer - Tools @ Media Molecule</strong></h4>
<p><img src="https://pbs.twimg.com/profile_images/1148967477147262976/JmQ5__uZ_400x400.png" alt="Media Molecule logo" /></p>
<p><a href="https://twitter.com/amy_phillips" target="_blank">Amy Phillips</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/829996199952121916" target="_blank">careers channel</a></p>
<p><a href="https://www.mediamolecule.com/jobs/senior_programmer_tools" target="_blank">read more</a></p>
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<h4 id="senior-tools-engineer--infinity-ward"><strong>Senior Tools Engineer @ Infinity Ward</strong></h4>
<p><img src="https://pbs.twimg.com/profile_banners/18742444/1583789181/1080x360" alt="WZ logo" /></p>
<p><a href="https://careers.activision.com/job/R001308/Senior-Tools-Engineer" target="_blank">read more</a></p>
<p>If you want to apply send a DM to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
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<p><br /></p>
<h4 id="software-development-lead---arvr-experiences--the-walt-disney-studios"><strong>Software Development Lead - AR/VR Experiences @ The Walt Disney Studios</strong></h4>
<p><a href="https://twitter.com/meshula" target="_blank">Nick Porcino</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/831328580008542229" target="_blank">careers channel</a></p>
<p><a href="https://www.linkedin.com/jobs/view/2475183946/" target="_blank">read more</a></p>
<p><br /></p>
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<p><br /></p>
<h4 id="senior-tools-programmer--tuque-games"><strong>Senior Tools Programmer @ Tuque Games</strong></h4>
<p><img src="https://www.tuquegames.com/dist/images/Logo_TuqueGames_Color_Invert.png" alt="WZ logo" /></p>
<p><a href="https://ca.linkedin.com/in/igorrafaeldesousa" target="_blank">Igor Rafael de Sousa</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/836596644131635230" target="_blank">careers channel</a></p>
<blockquote>
<p>My team at Tuque Games, currently working on D&D Dark Alliance, is open for hiring a new Sr. Tools Programmer. We are located in Montreal but there is plenty of time to move here while we are working from home. There is no job posting yet but I’m happy to talk about my experience so far. You can reach out to me or simply apply via our careers page: https://www.tuquegames.com/career.</p>
</blockquote>
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<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>Toolsmiths @ GDC 2021 July 19-23
<ul>
<li>GDC Tools Summit
<ul>
<li>Join us this summer for:
<ul>
<li><a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!</li>
<li>GDC Tools Roundtables</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<hr />
<p><br />
<br /></p>
<h2 id="did-you-know">Did You Know??</h2>
<ul>
<li>How to do Rust and C++ integration: <a href="https://manishearth.github.io/blog/2021/02/22/integrating-rust-and-c-plus-plus-in-firefox/" target="_blank">Integrating Rust and C++ in Firefox</a></li>
</ul>
<hr />
<h2 id="random">#random</h2>
<p><br /></p>
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<p><br /></p>
<h4 id="playing-with-words"><strong>Playing with words</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">here's a new weird thing that I made: the Nonsense Laboratory! it's a series of playful tools for manipulating the way words sound and are spelled... with machine learning! runs right there in your browser <a href="https://t.co/eBSD8u1bNU">https://t.co/eBSD8u1bNU</a> <a href="https://t.co/l1YMGELF64">pic.twitter.com/l1YMGELF64</a></p>— Allison Parrish | @aparrish@friend.camp (@aparrish) <a href="https://twitter.com/aparrish/status/1388207167845638152?ref_src=twsrc%5Etfw">April 30, 2021</a></blockquote>
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<p><br /></p>
<h4 id="import-terrain-into-audacity"><strong>Import terrain into Audacity?</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Heres an old glitch thing i used to do<br /><br />If you have a terrain generator that can export .raw files, you can import these raw files into audacity and actually see the profile of the terrain! You can then tinker with the sound and then reimport it to get some cool glitch effects... <a href="https://t.co/NuHdE5BDyM">pic.twitter.com/NuHdE5BDyM</a></p>— 𝖘𝖆𝖎𝖓𝖙 (@stvulture) <a href="https://twitter.com/stvulture/status/1388117598638858243?ref_src=twsrc%5Etfw">April 30, 2021</a></blockquote>
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<p><br />
<br /></p>
<h1 id="is-there-something-missing">Is there something missing?</h1>
<h2 id="send-a-tip">Send a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p>Info gathering tech by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a>, <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
<p><br />
<br /></p>
GameDev Tools Weekly - Issue 11 — April 26th, 20212021-04-26T11:00:00+00:00http://TheToolsmiths.github.io/2021/04/26/gamedev-tools-weekly-11<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><img src="https://thetoolsmiths.org/assets/imgs/weekly/post_header.png" alt="tool header" /></p>
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<p><br /></p>
<h4 id="join-us"><strong>Join us!</strong></h4>
<ul class="inline">
<li class="tag_box_v2">announcement</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">We are starting another discussion in our Vault Club! We will watch and discuss <a href="https://twitter.com/davidlightbown?ref_src=twsrc%5Etfw">@davidlightbown</a>'s "What I Learned About Tools Development From Games Industry Legends" <a href="https://t.co/3Z2s07ewIX">https://t.co/3Z2s07ewIX</a><br /><br />Join the discussion in our Discord! (invite link here: <a href="https://t.co/4fvSje6tYl">https://t.co/4fvSje6tYl</a>)</p>— The Toolsmiths (@thetoolsmiths) <a href="https://twitter.com/thetoolsmiths/status/1385610435928285189?ref_src=twsrc%5Etfw">April 23, 2021</a></blockquote>
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<h4 id="luxe-engine-dev-log-10"><strong>luxe engine dev log #10</strong></h4>
<ul class="inline">
<li class="tag_box_v2">engine</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr"><a href="https://twitter.com/hashtag/luxeengine?src=hash&ref_src=twsrc%5Etfw">#luxeengine</a> dev log #10 - preview<a href="https://t.co/PVyJhky21m">https://t.co/PVyJhky21m</a><br /><br />luxe is now entering the next phase! <br /><br />find out what that means!<br />see dev progress for 2020!<br />read over 4600 words!<br /><br />p.s keep telling your friends about luxe, and join the discord <a href="https://t.co/cLfVMm9GB4">https://t.co/cLfVMm9GB4</a> <a href="https://t.co/akOsoP3v3i">pic.twitter.com/akOsoP3v3i</a></p>— luxe (@luxeengine) <a href="https://twitter.com/luxeengine/status/1386579329614639104?ref_src=twsrc%5Etfw">April 26, 2021</a></blockquote>
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<p><br /></p>
<h4 id="nonlinear-undo"><strong>Nonlinear undo</strong></h4>
<ul class="inline">
<li class="tag_box_v2">editor</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">And wouldn't there be any fun without unit tests? <a href="https://t.co/fuOtqUhob3">pic.twitter.com/fuOtqUhob3</a></p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1386389663519330312?ref_src=twsrc%5Etfw">April 25, 2021</a></blockquote>
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<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">This experiment is a a little nuts: non linear undo.<br />Basically, if you undo some stuff and and them make some changes, that state forks into another "parallel reality". You can then jump between any step across the forking paths to continue where you left off, or fork further <a href="https://t.co/5wGqqQfKpk">pic.twitter.com/5wGqqQfKpk</a></p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1386106564730363904?ref_src=twsrc%5Etfw">April 24, 2021</a></blockquote>
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<h4 id="prostos-undo"><strong>Prosto’s Undo</strong></h4>
<ul class="inline">
<li class="tag_box_v2">editor</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Doh! Thank you for the info. I am not going to open or read that link. I wonder if this from 9 years ago is prior art: <a href="https://t.co/ftyqkl5e0n">https://t.co/ftyqkl5e0n</a><br />Anyway, this project is purely pedagogical.</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1386301926015385600?ref_src=twsrc%5Etfw">April 25, 2021</a></blockquote>
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<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="everything-you-know-about-colour-is-wrong"><strong>Everything you know about colour is wrong</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Guy Davidson - Everything you know about colour is wrong - Meeting C++ online <a href="https://t.co/IphmMxZn7A">https://t.co/IphmMxZn7A</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1385641380177870851?ref_src=twsrc%5Etfw">April 23, 2021</a></blockquote>
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<h4 id="is-there-a-decline-of-in-house-engine-development"><strong>Is there a decline of in-house engine development?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">engine</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Interesting article that also mentions <a href="https://twitter.com/ourmachinery?ref_src=twsrc%5Etfw">@ourmachinery</a> <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a> <a href="https://t.co/FgjXaFWzJ3">https://t.co/FgjXaFWzJ3</a></p>— Tricia Gräy (@runawaygray) <a href="https://twitter.com/runawaygray/status/1385203045223460869?ref_src=twsrc%5Etfw">April 22, 2021</a></blockquote>
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<p><br /></p>
<h4 id="open-source-version-control-system-for-machine-learning-projects"><strong>Open-source Version Control System for Machine Learning Projects</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Version Control</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">I didn't know about dvc. Looks pretty cool!<br />Thank you for the link!</p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1386392059662176258?ref_src=twsrc%5Etfw">April 25, 2021</a></blockquote>
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<p><br /></p>
<h4 id="organize-your-code-with-a-canvas"><strong>Organize your code with a canvas</strong></h4>
<ul class="inline">
<li class="tag_box_v2">idea</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">love this idea of canvas organization by <a href="https://twitter.com/cmuratori?ref_src=twsrc%5Etfw">@cmuratori</a> - easily move connected/upstream/downstream nodes. right click a pane's header in <a href="https://t.co/ysz6ucjT80">https://t.co/ysz6ucjT80</a> <a href="https://t.co/MtMRDMJvyP">https://t.co/MtMRDMJvyP</a> <a href="https://t.co/VSOey9HKYB">pic.twitter.com/VSOey9HKYB</a></p>— Paul Shen 沈博文 (@_paulshen) <a href="https://twitter.com/_paulshen/status/1383830690366582790?ref_src=twsrc%5Etfw">April 18, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">In the original application to which you are referring, they were pop-up handles above the selected node:<a href="https://t.co/yG1yjDo9ek">https://t.co/yG1yjDo9ek</a></p>— Casey Muratori (@cmuratori) <a href="https://twitter.com/cmuratori/status/1383874464866131974?ref_src=twsrc%5Etfw">April 18, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="epc-2021"><strong>EPC 2021</strong></h4>
<ul class="inline">
<li class="tag_box_v2">proc gen</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">If you are interested in procedural generation, highly recommend this event -- a lot of practical industry-focused talks, great energy, just 30 euro for industry ticket(!). PS: in this edition, I'm somehow on the program board so I'm totally unbiased 👀😅 <a href="https://t.co/AosNHa9tXC">https://t.co/AosNHa9tXC</a></p>— Anastasia Opara (@anastasiaopara) <a href="https://twitter.com/anastasiaopara/status/1384079569439789058?ref_src=twsrc%5Etfw">April 19, 2021</a></blockquote>
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<p><br /></p>
<h4 id="visual-scripting-in-the-the-machinery"><strong>Visual Scripting in the The Machinery</strong></h4>
<ul class="inline">
<li class="tag_box_v2">The Machinery</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">A somewhat belated <a href="https://twitter.com/hashtag/ScreenShotSaturday?src=hash&ref_src=twsrc%5Etfw">#ScreenShotSaturday</a>. I've been working on adding animation trigger support to <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a>. Here, footstep triggers in the animation are used to trigger footstep sounds via our visual scripting language. <a href="https://t.co/9lZzawna0d">pic.twitter.com/9lZzawna0d</a></p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1386315793613221900?ref_src=twsrc%5Etfw">April 25, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="entity-component-system-for-a-ui-editor"><strong>Entity Component System for a UI editor</strong></h4>
<ul class="inline">
<li class="tag_box_v2">editor</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">I always wonder how to make a UI editor using an ECS. This month I've been working on getting this idea running on <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a> and seems promising until now, sure we still have some challenges, but I'm happy with the initial result😀. <a href="https://twitter.com/hashtag/ScreenShotSaturday?src=hash&ref_src=twsrc%5Etfw">#ScreenShotSaturday</a> <a href="https://t.co/WQ9eKRYSWR">pic.twitter.com/WQ9eKRYSWR</a></p>— Raphael (@raphael_nmto) <a href="https://twitter.com/raphael_nmto/status/1386153097777528832?ref_src=twsrc%5Etfw">April 25, 2021</a></blockquote>
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<p><br /></p>
<h4 id="blender-2021-roadmap"><strong>Blender 2021 Roadmap</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Blender</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">2021 promises to be a busy and exciting year with the second long-term support release and the beginning of the Blender 3.x series. <a href="https://t.co/kciEAAaRYJ">https://t.co/kciEAAaRYJ</a> <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a></p>— Blender (@Blender) <a href="https://twitter.com/Blender/status/1384822851635617792?ref_src=twsrc%5Etfw">April 21, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="3d-scanning-with-a-drone"><strong>3D scanning with a drone</strong></h4>
<ul class="inline">
<li class="tag_box_v2">assets</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Check out the latest <a href="https://twitter.com/hashtag/Skydio?src=hash&ref_src=twsrc%5Etfw">#Skydio</a> 3D Scan sneak peek, a cell tower captured by a Skydio 2 in under 1 hour of flying. Read more about <a href="https://twitter.com/hashtag/3D?src=hash&ref_src=twsrc%5Etfw">#3D</a> Scan’s amazing potential on our blog post: <a href="https://t.co/XlxVYJShoO">https://t.co/XlxVYJShoO</a> <a href="https://t.co/U7w8jELsav">pic.twitter.com/U7w8jELsav</a></p>— Skydio (@SkydioHQ) <a href="https://twitter.com/SkydioHQ/status/1385262646333685762?ref_src=twsrc%5Etfw">April 22, 2021</a></blockquote>
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<h4 id="making-stone-walls-procedurally"><strong>Making stone walls procedurally</strong></h4>
<ul class="inline">
<li class="tag_box_v2">proc gen</li>
<li class="tag_box_v2"> Houdini</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-95-23-04-2021/" target="_blank">Technically Art: Issue 95 (23.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">An upgrade of a procedural wall i made 2 years ago in <a href="https://twitter.com/sidefx?ref_src=twsrc%5Etfw">@sidefx</a> <a href="https://twitter.com/hashtag/Houdini?src=hash&ref_src=twsrc%5Etfw">#Houdini</a> for the TV show "Arthur and the minimoys".<br />Textures are also procedurally generated in Houdini VOPs ( no uv seams , no tiling )<br />Ivy is generated on the fly with IvyTaming :<a href="https://t.co/FmO9s99ONf">https://t.co/FmO9s99ONf</a> <a href="https://t.co/YnCPL8NySY">pic.twitter.com/YnCPL8NySY</a></p>— marc chevry (@ChevryMarc) <a href="https://twitter.com/ChevryMarc/status/1114655237531422725?ref_src=twsrc%5Etfw">April 6, 2019</a></blockquote>
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<h4 id="blockify-brush"><strong>Blockify Brush</strong></h4>
<ul class="inline">
<li class="tag_box_v2">gamification</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-95-23-04-2021/" target="_blank">Technically Art: Issue 95 (23.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">I made a brush to blockify all the things <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/indiedev?src=hash&ref_src=twsrc%5Etfw">#indiedev</a> <a href="https://twitter.com/hashtag/indiegame?src=hash&ref_src=twsrc%5Etfw">#indiegame</a> <a href="https://twitter.com/hashtag/gaming?src=hash&ref_src=twsrc%5Etfw">#gaming</a> <a href="https://t.co/bdtQCBhNom">pic.twitter.com/bdtQCBhNom</a></p>— nel (@nelstuff) <a href="https://twitter.com/nelstuff/status/1384090083385479170?ref_src=twsrc%5Etfw">April 19, 2021</a></blockquote>
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<p><br /></p>
<h4 id="using-paths-to-exclude"><strong>Using paths to exclude</strong></h4>
<ul class="inline">
<li class="tag_box_v2">editor</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-95-23-04-2021/" target="_blank">Technically Art: Issue 95 (23.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">This asset I'm developing let's you spawn objects across an area and use others paths to exclude the objects from the area. I hope to release it on the asset store by the next month! <a href="https://twitter.com/hashtag/unity3d?src=hash&ref_src=twsrc%5Etfw">#unity3d</a> <a href="https://twitter.com/hashtag/madewithunity?src=hash&ref_src=twsrc%5Etfw">#madewithunity</a> <a href="https://twitter.com/hashtag/gamedevelopment?src=hash&ref_src=twsrc%5Etfw">#gamedevelopment</a> <a href="https://t.co/cBfXufzELK">pic.twitter.com/cBfXufzELK</a></p>— elvis (@elvismdd) <a href="https://twitter.com/elvismdd/status/1382892360368066562?ref_src=twsrc%5Etfw">April 16, 2021</a></blockquote>
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<p><br /></p>
<h4 id="satisfying-snap"><strong>Satisfying snap</strong></h4>
<ul class="inline">
<li class="tag_box_v2">gamification</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-95-23-04-2021/" target="_blank">Technically Art: Issue 95 (23.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="sv" dir="ltr">🔊 Snap!<a href="https://twitter.com/hashtag/madewithunity?src=hash&ref_src=twsrc%5Etfw">#madewithunity</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/iK6vxxFdzM">pic.twitter.com/iK6vxxFdzM</a></p>— Paralives (@ParalivesGame) <a href="https://twitter.com/ParalivesGame/status/1385594364823490568?ref_src=twsrc%5Etfw">April 23, 2021</a></blockquote>
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<p><br />
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<h2 id="-hot-tools-jobs-">🔥 Hot Tools Jobs 🔥</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="systems-engineer--telltale-games"><strong>Systems Engineer @ Telltale Games</strong></h4>
<p><a href="https://twitter.com/ScatteredRay" target="_blank">Indy Ray</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/828714218911432784" target="_blank">careers channel</a></p>
<blockquote>
<p>I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.</p>
</blockquote>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Come work with me on systems on The Wolf Among Us 2 <a href="https://t.co/B0kHCulIHI">https://t.co/B0kHCulIHI</a> Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.</p>— Indy Ray (@ScatteredRay) <a href="https://twitter.com/ScatteredRay/status/1379154535462002690?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-programmer---tools--media-molecule"><strong>Senior Programmer - Tools @ Media Molecule</strong></h4>
<p><img src="https://pbs.twimg.com/profile_images/1148967477147262976/JmQ5__uZ_400x400.png" alt="Media Molecule logo" /></p>
<p><a href="https://twitter.com/amy_phillips" target="_blank">Amy Phillips</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/829996199952121916" target="_blank">careers channel</a></p>
<p><a href="https://www.mediamolecule.com/jobs/senior_programmer_tools" target="_blank">read more</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-tools-engineer--infinity-ward"><strong>Senior Tools Engineer @ Infinity Ward</strong></h4>
<p><img src="https://pbs.twimg.com/profile_banners/18742444/1583789181/1080x360" alt="WZ logo" /></p>
<p><a href="https://careers.activision.com/job/R001308/Senior-Tools-Engineer" target="_blank">read more</a></p>
<p>If you want to apply send a DM to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="software-development-lead---arvr-experiences--the-walt-disney-studios"><strong>Software Development Lead - AR/VR Experiences @ The Walt Disney Studios</strong></h4>
<p><a href="https://twitter.com/meshula" target="_blank">Nick Porcino</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/831328580008542229" target="_blank">careers channel</a></p>
<p><a href="https://www.linkedin.com/jobs/view/2475183946/" target="_blank">read more</a></p>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>Toolsmiths @ GDC 2021 July 19-23
<ul>
<li>GDC Tools Summit
<ul>
<li>Join us this summer for:
<ul>
<li><a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!</li>
<li>GDC Tools Roundtables</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<hr />
<p><br />
<br /></p>
<h2 id="did-you-know">Did You Know??</h2>
<ul>
<li>There is a great writeup about engines <code class="language-plaintext highlighter-rouge">CUSTOM GAME ENGINES: A Small Study</code> <a href="https://gist.github.com/raysan5/909dc6cf33ed40223eb0dfe625c0de74" target="_blank">raysan5/custom_game_engines_small_study.md</a></li>
</ul>
<p><br /></p>
<ul>
<li>There is a UE Blueprint Render on the web <a href="https://blueprintue.com/blueprint/h6gkslt6/" target="_blank">blueprintue.com/blueprint</a></li>
</ul>
<p><a href="https://twitter.com/ruby0x1" target="_blank">source ruby0x1</a> in the <a href="https://discord.com/channels/767468923037155340/815416581835718677/834981563979661342" target="_blank">#unreal channel</a></p>
<p><br /></p>
<ul>
<li>There is a layered code compositing application for visualization of scripts <a href="https://nxt-dev.github.io/" target="_blank">nxt-dev.github.io</a></li>
</ul>
<p><a href="http://discourse.techart.online/t/studio-rigging-and-pipeline-tool-nxt-released-as-open-source/13447/11" target="_blank">source: techart.online</a></p>
<iframe width="640" height="360" src="https://www.youtube.com/embed/8UqIjSkbG3o" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
<p><a href="https://www.youtube.com/watch?v=hyg60PwZH5Y&t=83s" target="_blank">UE integration</a></p>
<hr />
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="rider-for-unreal-engine-coming-to-macos"><strong>Rider for Unreal Engine coming to macOS</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">A year ago we announced the launch of the <a href="https://twitter.com/hashtag/RiderForUnrealEngine?src=hash&ref_src=twsrc%5Etfw">#RiderForUnrealEngine</a> Preview! 🎉 To celebrate, we are happy to share a new update of Rider for Unreal Engine 2021.1.1 Preview:<br />💥 Mac version!<br />💥 Direct uproject support on both Windows and macOS<br />💥 EzArgs plugin<a href="https://t.co/z6WY3JxAu7">https://t.co/z6WY3JxAu7</a> <a href="https://t.co/wZ1pv4Aadd">pic.twitter.com/wZ1pv4Aadd</a></p>— JetBrains Rider (@JetBrainsRider) <a href="https://twitter.com/JetBrainsRider/status/1385246342885294083?ref_src=twsrc%5Etfw">April 22, 2021</a></blockquote>
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<h2 id="random">#random</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="50-years-of-text-games"><strong>50 Years Of Text Games</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">The excellent '50 Years Of Text Games' tackles Infocom's seminal A Mind Forever Voyaging, in style: <a href="https://t.co/nlsBfd4mcK">https://t.co/nlsBfd4mcK</a></p>— Video Game History Foundation (@GameHistoryOrg) <a href="https://twitter.com/GameHistoryOrg/status/1386062394934370306?ref_src=twsrc%5Etfw">April 24, 2021</a></blockquote>
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<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
<p><br />
<br /></p>
GameDev Tools Weekly - Issue 10 — April 19th, 20212021-04-19T11:00:00+00:00http://TheToolsmiths.github.io/2021/04/19/gamedev-tools-weekly-10<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><img src="https://thetoolsmiths.org/assets/imgs/weekly/post_header.png" alt="tool header" /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="list-of-600-tools-for-game-dev-and-digital-creation"><strong>List of 600+ tools for game dev and digital creation</strong></h4>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">✨✨ it's done!! i've spent the last several months tagging 600+ open source, experimental and tiny tools towards joyful digital creation - and built a website for sorting through them:<a href="https://t.co/YR9vKhOeOL">https://t.co/YR9vKhOeOL</a> <a href="https://t.co/ht0HcK0yAk">pic.twitter.com/ht0HcK0yAk</a></p>— everest (@everestpipkin) <a href="https://twitter.com/everestpipkin/status/1382041649006706690?ref_src=twsrc%5Etfw">April 13, 2021</a></blockquote>
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<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="using-city-modelling-algorithms-for-city-modification"><strong>Using city modelling algorithms for city modification</strong></h4>
<p>Can’t even imagine how many hours it’d take to change flyover route by hand in the city this dense.</p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="ja" dir="ltr">遅ればせながらPLATEAUいじり。首都高っぽいやつ。<a href="https://twitter.com/hashtag/Houdini?src=hash&ref_src=twsrc%5Etfw">#Houdini</a> <a href="https://t.co/KaWdkch2WH">pic.twitter.com/KaWdkch2WH</a></p>— よしむ (@ysm446) <a href="https://twitter.com/ysm446/status/1383313879090962436?ref_src=twsrc%5Etfw">April 17, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="reference-sheet-for-jenkins-pipelines"><strong>Reference sheet for Jenkins pipelines</strong></h4>
<p>When you’re working in CI/CD once every few months and you need to quickly refresh your memory on Jenkins.</p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Need a quick reference sheet for Jenkins pipelines and continuous integration? Check out our handy cheat sheet for Jenkins job types, commands, plugins, and more. <a href="https://t.co/VFjl2cqzZU">https://t.co/VFjl2cqzZU</a> <a href="https://twitter.com/hashtag/Jenkins?src=hash&ref_src=twsrc%5Etfw">#Jenkins</a> <a href="https://twitter.com/hashtag/pipeline?src=hash&ref_src=twsrc%5Etfw">#pipeline</a> <a href="https://twitter.com/hashtag/CICD?src=hash&ref_src=twsrc%5Etfw">#CICD</a> <a href="https://twitter.com/hashtag/DevOps?src=hash&ref_src=twsrc%5Etfw">#DevOps</a> <a href="https://t.co/3lVWv4tpBc">pic.twitter.com/3lVWv4tpBc</a></p>— JFrog (@jfrog) <a href="https://twitter.com/jfrog/status/1383080815077253127?ref_src=twsrc%5Etfw">April 16, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="msvc-backend-updates-in-vs-2019"><strong>MSVC Backend Updates in VS 2019</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C++</li>
<li class="tag_box_v2"> Debug</li>
</ul>
<p>Debug build improvements are insane! It’s really nice that Microsoft is working on optimizing debug builds. It’s not so uncommon in gamedev industry to use Release builds only and wrap code in #pragma optimize(“”, off/on) for debug, simply because you can’t get 1 FPS using Debug build.</p>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">MSVC Backend Updates in Visual Studio 2019 version 16.10 Preview 2 | C++ Team Blog <a href="https://t.co/VsPwlOfph3">https://t.co/VsPwlOfph3</a></p>— Bartlomiej Filipek (@fenbf) <a href="https://twitter.com/fenbf/status/1382633804116979716?ref_src=twsrc%5Etfw">April 15, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="c-tool-fair"><strong>C++ tool fair</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Visit the online C++ tool fair on Tuesday evening!<a href="https://t.co/A94eA9wOZn">https://t.co/A94eA9wOZn</a><a href="https://twitter.com/hashtag/cpp?src=hash&ref_src=twsrc%5Etfw">#cpp</a><a href="https://twitter.com/hashtag/cplusplus?src=hash&ref_src=twsrc%5Etfw">#cplusplus</a> <a href="https://t.co/y1R6U4WITX">pic.twitter.com/y1R6U4WITX</a></p>— Meeting C++ (@meetingcpp) <a href="https://twitter.com/meetingcpp/status/1383765010615132169?ref_src=twsrc%5Etfw">April 18, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="deterministic-unity-builds-with-fastbuild"><strong>Deterministic unity builds with FastBuild</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">The cache input is based on the flattened preprocessed unity file. Since v1.00 the order of files fed into the Unity should be deterministic. If using an older version, it can depend on file system type, OS or locale. Perhaps that's a factor in your case?</p>— Franta Fulin (@FrantaFulin) <a href="https://twitter.com/FrantaFulin/status/1381825643273281536?ref_src=twsrc%5Etfw">April 13, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="source-asset-management-is-now-in-the-free-version-of-promethean-ai"><strong>Source Asset Management is now in the free version of Promethean AI</strong></h4>
<ul class="inline">
<li class="tag_box_v2">dcc</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">- <a href="https://twitter.com/hashtag/Maya?src=hash&ref_src=twsrc%5Etfw">#Maya</a> and <a href="https://twitter.com/hashtag/3dsMax?src=hash&ref_src=twsrc%5Etfw">#3dsMax</a> support are now in beta and everyone can start trying them out and giving us feedback!<br /><br />- After a lot of requests Source Asset Management mode is now included in the free version <a href="https://t.co/XYwb2Qofuk">https://t.co/XYwb2Qofuk</a><br />(without cloud upload)<br /><br />And a million more things! 3/4</p>— Promethean AI (@PrometheanAI) <a href="https://twitter.com/PrometheanAI/status/1383127591108825093?ref_src=twsrc%5Etfw">April 16, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="exploring-possibilities-with-the-3d-manipulator-gizmo"><strong>Exploring possibilities with the 3D Manipulator Gizmo</strong></h4>
<ul class="inline">
<li class="tag_box_v2">DCC</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Here is an update on my exploration on manipulators. I feel they turned out pretty neat. <a href="https://t.co/rOgitqVv60">pic.twitter.com/rOgitqVv60</a></p>— Max Liani (@maxliani) <a href="https://twitter.com/maxliani/status/1383198623362600969?ref_src=twsrc%5Etfw">April 16, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="a-good-starting-point-with-the-machinery"><strong>A good starting point with The Machinery</strong></h4>
<ul class="inline">
<li class="tag_box_v2">engine</li>
<li class="tag_box_v2"> The Machinery</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Yes, the idea is to have a lightweight core with a framework for flexibility and extensibility. We provide a set of standard components that you can easily modify or extend with your own stuff. Or, you could just use <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a> as a starting point for an in-house engine.</p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1381633182601146370?ref_src=twsrc%5Etfw">April 12, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="ai-voice-over-good-enough"><strong>AI voice over good enough?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">AI</li>
<li class="tag_box_v2"> audio</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">This is wild, and also a bonkers legal nightmare - here’s a fan made Witcher 3 mod which uses an AI, trained on voice actor Doug Cockle, to generate brand new voice lines for Geralt <a href="https://t.co/9IploqDIMN">https://t.co/9IploqDIMN</a></p>— Game Maker's Toolkit (@gamemakerstk) <a href="https://twitter.com/gamemakerstk/status/1381630595437068293?ref_src=twsrc%5Etfw">April 12, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">This is interesting: Obsidian already uses AI voice actors - but only as placeholders during development, before replacing them with real actors <a href="https://t.co/j4ucmdViv4">https://t.co/j4ucmdViv4</a></p>— Game Maker's Toolkit (@gamemakerstk) <a href="https://twitter.com/gamemakerstk/status/1381633011293286405?ref_src=twsrc%5Etfw">April 12, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<blockquote class="twitter-tweet" data-conversation="none" data-theme="dark"><p lang="en" dir="ltr">Re-using someone elses voice without permission is definitely shady.<br /><br />But, it's only a matter of time - I think - before someone like Sonantic has a enough great voice acting data, with better 'AI', to generate VA with better quality than most non-main NPCs.</p>— Anders Elfgren (@Srekel) <a href="https://twitter.com/Srekel/status/1381675808029356039?ref_src=twsrc%5Etfw">April 12, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="30k-items-in-the-treeview"><strong>30K items in the treeview</strong></h4>
<ul class="inline">
<li class="tag_box_v2">imgui</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Did a quick prototype of a retained mode TreeView on top of imgui. 30K items in the treeview, expansion and indent levels are tracked and maintained. Takes around 0.17ms to display in DEBUG. <a href="https://t.co/yEqr6pLKU7">pic.twitter.com/yEqr6pLKU7</a></p>— Bobby Anguelov (@Bobby_Anguelov) <a href="https://twitter.com/Bobby_Anguelov/status/1383447010917814276?ref_src=twsrc%5Etfw">April 17, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="everything-procedural-online-conference"><strong>Everything Procedural ONLINE conference</strong></h4>
<ul class="inline">
<li class="tag_box_v2">proc gen</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Tickets for our ONLINE conference on April 30th can be purchased from: <a href="https://t.co/V5NixqUb1m">https://t.co/V5NixqUb1m</a><a href="https://twitter.com/hashtag/procgen?src=hash&ref_src=twsrc%5Etfw">#procgen</a> <a href="https://twitter.com/hashtag/procedural?src=hash&ref_src=twsrc%5Etfw">#procedural</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/generative?src=hash&ref_src=twsrc%5Etfw">#generative</a> <a href="https://twitter.com/hashtag/generativeart?src=hash&ref_src=twsrc%5Etfw">#generativeart</a> <a href="https://twitter.com/hashtag/ProceduralArt?src=hash&ref_src=twsrc%5Etfw">#ProceduralArt</a> <a href="https://twitter.com/hashtag/creativecoding?src=hash&ref_src=twsrc%5Etfw">#creativecoding</a> <a href="https://t.co/S5HcV5xMqx">pic.twitter.com/S5HcV5xMqx</a></p>— EverythingProcedural (@everythingproc) <a href="https://twitter.com/everythingproc/status/1381616368978644998?ref_src=twsrc%5Etfw">April 12, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<hr />
<p><br />
<br /></p>
<h2 id="-hot-tools-jobs-">🔥 Hot Tools Jobs 🔥</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="systems-engineer--telltale-games"><strong>Systems Engineer @ Telltale Games</strong></h4>
<p><a href="https://twitter.com/ScatteredRay" target="_blank">Indy Ray</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/828714218911432784" target="_blank">careers channel</a></p>
<blockquote>
<p>I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.</p>
</blockquote>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Come work with me on systems on The Wolf Among Us 2 <a href="https://t.co/B0kHCulIHI">https://t.co/B0kHCulIHI</a> Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.</p>— Indy Ray (@ScatteredRay) <a href="https://twitter.com/ScatteredRay/status/1379154535462002690?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-programmer---tools--media-molecule"><strong>Senior Programmer - Tools @ Media Molecule</strong></h4>
<p><img src="https://pbs.twimg.com/profile_images/1148967477147262976/JmQ5__uZ_400x400.png" alt="Media Molecule logo" /></p>
<p><a href="https://twitter.com/amy_phillips" target="_blank">Amy Phillips</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/829996199952121916" target="_blank">careers channel</a></p>
<p><a href="https://www.mediamolecule.com/jobs/senior_programmer_tools" target="_blank">read more</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-tools-engineer--infinity-ward"><strong>Senior Tools Engineer @ Infinity Ward</strong></h4>
<p><img src="https://pbs.twimg.com/profile_banners/18742444/1583789181/1080x360" alt="WZ logo" /></p>
<p><a href="https://careers.activision.com/job/R001308/Senior-Tools-Engineer" target="_blank">read more</a></p>
<p>If you want to apply send a DM to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="software-development-lead---arvr-experiences--the-walt-disney-studios"><strong>Software Development Lead - AR/VR Experiences @ The Walt Disney Studios</strong></h4>
<p><a href="https://twitter.com/meshula" target="_blank">Nick Porcino</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/831328580008542229" target="_blank">careers channel</a></p>
<p><a href="https://www.linkedin.com/jobs/view/2475183946/" target="_blank">read more</a></p>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>Join us this summer for:
<ul>
<li><a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!</li>
<li>GDC Tools Roundtables</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="wxwidgets-315"><strong>wxWidgets 3.1.5</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">New 3.1.5 release of wxWidgets, free and open source library for creating portable native GUI applications, adding <a href="https://t.co/znTWtF9nmf">https://t.co/znTWtF9nmf</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1382410190431997955?ref_src=twsrc%5Etfw">April 14, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="llvm-1200"><strong>LLVM 12.0.0</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">LLVM 12.0.0 has been released. Full details here <a href="https://t.co/IKqbYk39X2">https://t.co/IKqbYk39X2</a></p>— llvm.org (@llvmorg) <a href="https://twitter.com/llvmorg/status/1382807461065756673?ref_src=twsrc%5Etfw">April 15, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<h2 id="random">#random</h2>
<h4 id="lumberyards-photorealistic-renderer"><strong>Lumberyard’s Photorealistic Renderer</strong></h4>
<ul class="inline">
</ul>
<p>Source: <a href="https://twitter.com/ScatteredRay" target="_blank">Indy Ray</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Introducing the Atom renderer, an all-new graphics engine to provide the backbone for the future of <a href="https://twitter.com/AmznLumberyard?ref_src=twsrc%5Etfw">@AmznLumberyard</a> visuals. <br /><br />Get to know the new photorealistic renderer: <a href="https://t.co/7ac6B6wq7w">https://t.co/7ac6B6wq7w</a> <a href="https://twitter.com/hashtag/makeitwithAWS?src=hash&ref_src=twsrc%5Etfw">#makeitwithAWS</a> <a href="https://t.co/B5tnfF8YCn">pic.twitter.com/B5tnfF8YCn</a></p>— AWS Game Tech (@AWSGameTech) <a href="https://twitter.com/AWSGameTech/status/1379900035522035713?ref_src=twsrc%5Etfw">April 7, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
<p><br />
<br /></p>
GameDev Tools Weekly - Issue 9 — April 12th, 20212021-04-12T11:00:00+00:00http://TheToolsmiths.github.io/2021/04/12/gamedev-tools-weekly-9<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><img src="https://thetoolsmiths.org/assets/imgs/weekly/post_header.png" alt="tool header" /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="learning-from-the-history-of-tools"><strong>Learning from the history of tools</strong></h4>
<ul class="inline">
<li class="tag_box_v2">programming</li>
<li class="tag_box_v2"> tool</li>
<li class="tag_box_v2"> editor</li>
<li class="tag_box_v2"> developer</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">New on YouTube: What I Learned About Tools Development From Games Industry Legends, from <a href="https://twitter.com/davidlightbown?ref_src=twsrc%5Etfw">@davidlightbown</a> <a href="https://t.co/5hiC8DIyCb">https://t.co/5hiC8DIyCb</a></p>— Official_GDC (@Official_GDC) <a href="https://twitter.com/Official_GDC/status/1380556057970311168?ref_src=twsrc%5Etfw">April 9, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="recommendations-for-api-design"><strong>Recommendations for API design</strong></h4>
<ul class="inline">
<li class="tag_box_v2">programming</li>
<li class="tag_box_v2"> third party</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">. <a href="https://twitter.com/niklasfrykholm?ref_src=twsrc%5Etfw">@niklasfrykholm</a> discuss API design in today’s blog, “Dig Shallow Graves” <a href="https://twitter.com/hashtag/GameDev?src=hash&ref_src=twsrc%5Etfw">#GameDev</a> <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a> <a href="https://t.co/nIlQeVRUZH">https://t.co/nIlQeVRUZH</a></p>— Our Machinery (@ourmachinery) <a href="https://twitter.com/ourmachinery/status/1380190251252117506?ref_src=twsrc%5Etfw">April 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="game-dev-data-structures"><strong>Game Dev Data Structures</strong></h4>
<ul class="inline">
<li class="tag_box_v2">programming</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Nice :) I would suggest linking to C array/hash table posts written by <a href="https://twitter.com/niklasfrykholm?ref_src=twsrc%5Etfw">@niklasfrykholm</a>.<br /><br />I wrote a sparse set implementation in Zig for fun/learning a while back, with some silly documentation to explain the pros and cons: <a href="https://t.co/6J41gxSlDS">https://t.co/6J41gxSlDS</a></p>— Anders Elfgren (@Srekel) <a href="https://twitter.com/Srekel/status/1379353257122861056?ref_src=twsrc%5Etfw">April 6, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="tools-from-keeping-tech-debt-under-control-"><strong>Tools from keeping tech debt under control 🧵</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Build</li>
</ul>
<p>Have you see <a href="https://www.youtube.com/watch?v=QDvic0QNtOY" target="_blank">CppCon 2018:Nicolas Fleury & Mathieu Nayrolles “Better C++ using Machine Learning on Large Projects”</a>
See the publication from <a href="https://twitter.com/UbisoftLaForge" target="_blank">@UbisoftLaForge</a></p>
<p><a href="https://static-wordpress.akamaized.net/montreal.ubisoft.com/wp-content/uploads/2018/05/03173315/ICSE-CE-MSR-165.pdf" target="_blank">CLEVER: Combining Code Metrics with Clone Detection for Just-In-Time Fault Prevention and Resolution in Large Industrial Projects</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Is anyone aware of any analysis tools that looks at your code depot to highlight brittle areas, tech debt, churn, bug hotspots, abnormal database growth, etc.<br /><br />(I'm familiar with <a href="https://t.co/AXliTRD19R">https://t.co/AXliTRD19R</a> by <a href="https://twitter.com/AdamTornhill?ref_src=twsrc%5Etfw">@AdamTornhill</a>, but are there others? For Perforce, especially.)</p>— 🙊Christer Ericson (@ChristerEricson) <a href="https://twitter.com/ChristerEricson/status/1379518080817065985?ref_src=twsrc%5Etfw">April 6, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="addresssanitizer--visual-studio"><strong>AddressSanitizer + VIsual Studio</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Finding Bugs with AddressSanitizer: MSVC Compiler | C++ Team Blog <a href="https://t.co/FnQUV6uqdn">https://t.co/FnQUV6uqdn</a> by <a href="https://twitter.com/augustin_popa?ref_src=twsrc%5Etfw">@augustin_popa</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1380326390139035648?ref_src=twsrc%5Etfw">April 9, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="threadsanitizer-how-to-or-eliminating-data-races-in-firefox"><strong>ThreadSanitizer How-to or Eliminating Data Races in Firefox</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="es">Eliminating Data Races in Firefox – A Technical Report – Mozilla Hacks <a href="https://t.co/H9uhiN7VPB">https://t.co/H9uhiN7VPB</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1379692179216498689?ref_src=twsrc%5Etfw">April 7, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="cmake-script-that-downloads-and-builds-conan-packages"><strong>CMake script that downloads and builds conan packages</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">CMake script that downloads and builds conan packages from github using provided options <a href="https://t.co/RwpqF5kmnz">https://t.co/RwpqF5kmnz</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1379963985680736259?ref_src=twsrc%5Etfw">April 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="introduction-to-c-compilation-on-the-command-line"><strong>Introduction to C++ Compilation on the Command Line</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Introduction to C++ Compilation on the Command Line <a href="https://t.co/KaXn66GIDz">https://t.co/KaXn66GIDz</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1380779486149402626?ref_src=twsrc%5Etfw">April 10, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="there-is-a-roi-for-ux"><strong>There is a ROI for UX</strong></h4>
<ul class="inline">
<li class="tag_box_v2">ux</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Great slack thread by <a href="https://twitter.com/MrAlanCooper?ref_src=twsrc%5Etfw">@MrAlanCooper</a> (of VisualBasic) about the difficulty of software estimation, how misguided producers/business/finance people are when they're asking for "what's the ROI", and failure of leadership. <a href="https://t.co/zHzZGB3nEK">https://t.co/zHzZGB3nEK</a></p>— 🙊Christer Ericson (@ChristerEricson) <a href="https://twitter.com/ChristerEricson/status/1379935543291613186?ref_src=twsrc%5Etfw">April 7, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="procgen-culture"><strong>Procgen culture</strong></h4>
<ul class="inline">
<li class="tag_box_v2">pcg</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">A great question - and some really interesting work - in easily digestible video form. <a href="https://t.co/hHrVZZcHLM">https://t.co/hHrVZZcHLM</a></p>— Christoph Salge (@ChristophSalge) <a href="https://twitter.com/ChristophSalge/status/1380162602454646784?ref_src=twsrc%5Etfw">April 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="c-plug-ins-in-maya"><strong>C++ plug-ins in Maya</strong></h4>
<ul class="inline">
<li class="tag_box_v2">dcc</li>
<li class="tag_box_v2"> c++</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">C++ speed/efficience in Maya <a href="https://t.co/U0pQeANnq3">https://t.co/U0pQeANnq3</a></p>— Tech-Artists.org (@TechArtOrg) <a href="https://twitter.com/TechArtOrg/status/1380273507536302081?ref_src=twsrc%5Etfw">April 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="flexible-narrative-organization"><strong>Flexible narrative organization</strong></h4>
<ul class="inline">
<li class="tag_box_v2">narrative</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">By doing so, Twine becomes the only tool in town able to build Reign-like games (or anything that treats your plot like a card deck instead of a tree). To give it a try by yourself, follow <a href="https://twitter.com/Videlais?ref_src=twsrc%5Etfw">@Videlais</a>’s tutorial here: <a href="https://t.co/Ofoj3TBEmy">https://t.co/Ofoj3TBEmy</a></p>— Manu (@Yakkafo) <a href="https://twitter.com/Yakkafo/status/1380536186784075788?ref_src=twsrc%5Etfw">April 9, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="machine-learning-in-games-an-overview"><strong>Machine Learning in Games an overview</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">My talk on the today and tomorrow of ML in games development<br /><br />I give a brief overview of how to think about ML, go over some public examples of ML used in game production and finally share a list of projects that I find promising for what might be next!<a href="https://t.co/HSXyBy1HKk">https://t.co/HSXyBy1HKk</a></p>— Batu (@BatuAytemiz) <a href="https://twitter.com/BatuAytemiz/status/1378914307023376384?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="do-you-use-cmake-for-your-projects-"><strong>Do you use CMake for your projects? 🧵</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Sometimes I dream that someone with a lot of time will go through all the most important libraries and add CMake builds or improve them... Because now it's all over the place in terms of quality and this needs to change.</p>— Elias Daler (@EliasDaler) <a href="https://twitter.com/EliasDaler/status/1379610534782369793?ref_src=twsrc%5Etfw">April 7, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="perforce-visual-studio-plugin"><strong>Perforce Visual Studio plugin</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<p><a href="https://twitter.com/RileyLabrecque" target="_blank">Riley Labrecque</a> posted in the <a href="https://discord.com/channels/767468923037155340/815415916362727474/829812188696281118" target="_blank">revision-control channel</a></p>
<blockquote>
<p>Just in case anyone’s interested I ended up publishing my little Perforce Visual Studio plugin. It’s super basic, but does exactly what I need. https://github.com/rlabrecque/SimpleP4VS</p>
</blockquote>
<p><a href="https://github.com/rlabrecque/SimpleP4VS" target="_blank">SimpleP4VS on github</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="a-sand-dune-shader-graph"><strong>A sand dune shader graph</strong></h4>
<ul class="inline">
<li class="tag_box_v2">ux</li>
</ul>
<p>Source: <a href="https://www.jendrikillner.com/post/graphics-programming-weekly-issue-177/" target="_blank">Graphics Programming weekly issue 177 (26.02.2021) by Jendrik Illner</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">The sand dune shader graph also works pretty well for planets. 🪐 This one look's Mars-like!<br /><br />🎥🔗 Learn how to make it yourself here: <a href="https://t.co/cTesUV10wk">https://t.co/cTesUV10wk</a><a href="https://twitter.com/hashtag/screenshotsaturday?src=hash&ref_src=twsrc%5Etfw">#screenshotsaturday</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/indiedev?src=hash&ref_src=twsrc%5Etfw">#indiedev</a> <a href="https://twitter.com/hashtag/unitytips?src=hash&ref_src=twsrc%5Etfw">#unitytips</a> <a href="https://twitter.com/hashtag/madewithunity?src=hash&ref_src=twsrc%5Etfw">#madewithunity</a> <a href="https://twitter.com/hashtag/unity3d?src=hash&ref_src=twsrc%5Etfw">#unity3d</a> <a href="https://twitter.com/hashtag/unity?src=hash&ref_src=twsrc%5Etfw">#unity</a> <a href="https://twitter.com/hashtag/shader?src=hash&ref_src=twsrc%5Etfw">#shader</a> <a href="https://t.co/uzR0nhITjP">pic.twitter.com/uzR0nhITjP</a></p>— NedMakes🍀 (@NedMakesGames) <a href="https://twitter.com/NedMakesGames/status/1378376895604125702?ref_src=twsrc%5Etfw">April 3, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="skybox-workflow-for-unity-using-photoshop"><strong>Skybox workflow for Unity using Photoshop</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
<li class="tag_box_v2"> Photoshop</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> workflow</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-93-09-04-2021/" target="_blank">Technically Art: Issue 93 (09.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Made a small video tutorial out of a workflow I've been using recently to paint skyboxes for Unity directly in Photoshop. Enjoy!<a href="https://t.co/EC00mf59lG">https://t.co/EC00mf59lG</a><a href="https://twitter.com/hashtag/unity3d?src=hash&ref_src=twsrc%5Etfw">#unity3d</a> <a href="https://twitter.com/hashtag/skybox?src=hash&ref_src=twsrc%5Etfw">#skybox</a> <a href="https://twitter.com/hashtag/photoshop?src=hash&ref_src=twsrc%5Etfw">#photoshop</a> <a href="https://t.co/GImRIcxxXI">pic.twitter.com/GImRIcxxXI</a></p>— Ciro Continisio (@CiroContns) <a href="https://twitter.com/CiroContns/status/1378361921108336640?ref_src=twsrc%5Etfw">April 3, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="making-level-building-satisfying"><strong>Making level building satisfying</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> gamification</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-93-09-04-2021/" target="_blank">Technically Art: Issue 93 (09.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Can I interest anyone in some bloop mechanics? Needed to spend some time working on something purely "fun". If anyone is interested (there's nothing very fancy) let me know and I'll package up the shader and scripts.🙂 <a href="https://twitter.com/hashtag/screenshotsunday?src=hash&ref_src=twsrc%5Etfw">#screenshotsunday</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/madewithunity?src=hash&ref_src=twsrc%5Etfw">#madewithunity</a> <a href="https://twitter.com/hashtag/indiedev?src=hash&ref_src=twsrc%5Etfw">#indiedev</a> <a href="https://t.co/1jtkVXEMmL">pic.twitter.com/1jtkVXEMmL</a></p>— Never Rest Studio (@NeverRestStudio) <a href="https://twitter.com/NeverRestStudio/status/1378704977804333058?ref_src=twsrc%5Etfw">April 4, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="retopology-tool"><strong>Retopology tool</strong></h4>
<ul class="inline">
<li class="tag_box_v2">blender</li>
<li class="tag_box_v2"> UX</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-93-09-04-2021/" target="_blank">Technically Art: Issue 93 (09.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">You can click & drag from any perspective now. <br />Some better visual feedback as well. <br />Ctrl+LMB to add new loops while in edit mode. <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a> <a href="https://twitter.com/hashtag/blender3d?src=hash&ref_src=twsrc%5Etfw">#blender3d</a> <a href="https://twitter.com/hashtag/vfx?src=hash&ref_src=twsrc%5Etfw">#vfx</a> <a href="https://twitter.com/hashtag/animation?src=hash&ref_src=twsrc%5Etfw">#animation</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/retopology?src=hash&ref_src=twsrc%5Etfw">#retopology</a> <a href="https://t.co/n3Iqv2G94J">pic.twitter.com/n3Iqv2G94J</a></p>— AFX (@AFX_LAB) <a href="https://twitter.com/AFX_LAB/status/1378919465090383873?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="communicate-between-dcc"><strong>Communicate between DCC</strong></h4>
<ul class="inline">
<li class="tag_box_v2">blender</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> DCC</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-93-09-04-2021/" target="_blank">Technically Art: Issue 93 (09.04.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Quick Edit - you know about this? It's a thing apparently. Pretty handy if you ask me. <a href="https://twitter.com/hashtag/blender?src=hash&ref_src=twsrc%5Etfw">#blender</a> <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a> also <a href="https://twitter.com/hashtag/krita?src=hash&ref_src=twsrc%5Etfw">#krita</a> i guess! <a href="https://t.co/O5q41EpH8U">pic.twitter.com/O5q41EpH8U</a></p>— Jan van den Hemel (@JanvandenHemel) <a href="https://twitter.com/JanvandenHemel/status/1380223401630040064?ref_src=twsrc%5Etfw">April 8, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<hr />
<p><br />
<br /></p>
<h2 id="-hot-tools-jobs-">🔥 Hot Tools Jobs 🔥</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="systems-engineer--telltale-games"><strong>Systems Engineer @ Telltale Games</strong></h4>
<p><a href="https://twitter.com/ScatteredRay" target="_blank">Indy Ray</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/828714218911432784" target="_blank">careers channel</a></p>
<blockquote>
<p>I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.</p>
</blockquote>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Come work with me on systems on The Wolf Among Us 2 <a href="https://t.co/B0kHCulIHI">https://t.co/B0kHCulIHI</a> Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.</p>— Indy Ray (@ScatteredRay) <a href="https://twitter.com/ScatteredRay/status/1379154535462002690?ref_src=twsrc%5Etfw">April 5, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-programmer---tools--media-molecule"><strong>Senior Programmer - Tools @ Media Molecule</strong></h4>
<p><img src="https://pbs.twimg.com/profile_images/1148967477147262976/JmQ5__uZ_400x400.png" alt="Media Molecule logo" /></p>
<p><a href="https://twitter.com/amy_phillips" target="_blank">Amy Phillips</a> posted in the <a href="https://discord.com/channels/767468923037155340/815416709715853332/829996199952121916" target="_blank">careers channel</a></p>
<p><a href="https://www.mediamolecule.com/jobs/senior_programmer_tools" target="_blank">read more</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="senior-tools-engineer--infinity-ward"><strong>Senior Tools Engineer @ Infinity Ward</strong></h4>
<p><img src="https://pbs.twimg.com/profile_banners/18742444/1583789181/1080x360" alt="WZ logo" /></p>
<p><a href="https://careers.activision.com/job/R001308/Senior-Tools-Engineer" target="_blank">read more</a></p>
<p>If you want to apply send a DM to <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a></p>
<hr />
<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>Join us this summer for:
<ul>
<li><a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!</li>
<li>GDC Tools Roundtables</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="clion-20211-new-code-analysis-options-updates-to-remote-mode-and-postfix-completion"><strong>CLion 2021.1: New Code Analysis Options, Updates to Remote Mode, and Postfix Completion</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">CLion 2021.1: New Code Analysis Options, Updates to Remote Mode, and Postfix Completion <a href="https://t.co/OBDekIpvMb">https://t.co/OBDekIpvMb</a> by <a href="https://twitter.com/jetbrains?ref_src=twsrc%5Etfw">@jetbrains</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1379994166021660673?ref_src=twsrc%5Etfw">April 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="meshoptimizer-v016-is-here"><strong>meshoptimizer v0.16 is here!</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">meshoptimizer v0.16 is here!🤩<br /><br />This release doubles down on core algorithms, implementing several improvements to simplifiers as well as a completely new meshlet clusterizer with better interface that produces higher-quality output, plus gltfpack fixes!<a href="https://t.co/jD6tCup2Z5">https://t.co/jD6tCup2Z5</a></p>— Arseny Kapoulkine (@zeuxcg) <a href="https://twitter.com/zeuxcg/status/1380011219713544199?ref_src=twsrc%5Etfw">April 8, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<p><br />
<br /></p>
<h2 id="did-you-know">Did You Know??</h2>
<p><br />
<br /></p>
<ul>
<li>Have you seen this VR tool <a href="https://www.gravitysketch.com/" target="_blank">Gravity Sketch</a></li>
</ul>
<video class="scene" src="https://www.gravitysketch.com/wp-content/uploads/2020/06/Design-across-devices.mp4" poster="https://www.gravitysketch.com/wp-content/uploads/2020/06/Design-across-devices.jpg" autoplay="" playsinline="" loop="" muted=""></video>
<p><br />
<br /></p>
<ul>
<li>Our Machinery has a <a href="https://discord.gg/SHHSZaH" target="_blank">Discord server</a>
<img src="https://ourmachinery.com/images/full-logo.png" alt="Our Machinery logo" /></li>
</ul>
<p><br />
<br /></p>
<ul>
<li>You can organize your game design with <a href="https://miro.com/" target="_blank">miro.com</a></li>
</ul>
<iframe width="560" height="315" src="https://www.youtube.com/embed/8lu8EpmNm2c" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
<hr />
<h2 id="random">#random</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="embrace-the-grind"><strong>Embrace the Grind</strong></h4>
<ul class="inline">
</ul>
<p>Sometimes, there really is the only way out of your problem, and It’s long and boring as hell</p>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">“Embrace the Grind” by <a href="https://twitter.com/jacobian?ref_src=twsrc%5Etfw">@jacobian</a> is good. A lot of what looks “whoa how did you do that?!” comes down to “sat down and did all the 500 steps, one by one” <a href="https://t.co/XCRx3LLGvL">https://t.co/XCRx3LLGvL</a></p>— Aras Pranckevičius (@aras_p) <a href="https://twitter.com/aras_p/status/1380803906138177537?ref_src=twsrc%5Etfw">April 10, 2021</a></blockquote>
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<p><br /></p>
<h4 id="guide-their-attention"><strong>Guide their attention</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Here im using the 3D manga panels to guide the players attention to the left and then back to the table. <br /><br />Eventually combo'd with audio cues its should be a pretty strong narrative device! <a href="https://twitter.com/hashtag/UE4?src=hash&ref_src=twsrc%5Etfw">#UE4</a> <a href="https://twitter.com/hashtag/VR?src=hash&ref_src=twsrc%5Etfw">#VR</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/indiegame?src=hash&ref_src=twsrc%5Etfw">#indiegame</a> <a href="https://twitter.com/hashtag/IndieGameDev?src=hash&ref_src=twsrc%5Etfw">#IndieGameDev</a> <a href="https://t.co/wGpo7QRSR3">pic.twitter.com/wGpo7QRSR3</a></p>— Dmaw🎣🐟🍣 (@DmawXXX) <a href="https://twitter.com/DmawXXX/status/1379939861772259328?ref_src=twsrc%5Etfw">April 7, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
<p><br />
<br /></p>
GameDev Tools Weekly - Issue 8 — April 5th, 20212021-04-04T11:00:00+00:00http://TheToolsmiths.github.io/2021/04/05/gamedev-tools-weekly-8<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><img src="https://thetoolsmiths.org/assets/imgs/weekly/post_header.png" alt="tool header" /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="applying-design-thinking-process-in-tool-development"><strong>Applying Design Thinking Process in Tool Development</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
</ul>
<p>A blog post by <a href="https://www.linkedin.com/in/irenezhu0" target="_blank">Irene Zhu</a> with a deep dive into a Tools Design approach developed by the <a href="https://www.nngroup.com" target="_blank">Nelson Norman Group</a>.
We are currently talking about this blog post in the <a href="https://discord.gg/k4PuzbZ" target="_blank">Vault Club channel of our Discord server</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">New Blog post by Irene Zhu<br />"Applying Design Thinking Process in Tool Development"<a href="https://t.co/9jtVUzsCB1">https://t.co/9jtVUzsCB1</a><br /><br />Join the discussion in our Discord! <br />(invite link here: <a href="https://t.co/k5fv1Ud8XY">https://t.co/k5fv1Ud8XY</a>)</p>— The Toolsmiths (@thetoolsmiths) <a href="https://twitter.com/thetoolsmiths/status/1376926411978502144?ref_src=twsrc%5Etfw">March 30, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="history-of-nintendos-creative-tools"><strong>history of Nintendo’s creative tools</strong></h4>
<ul class="inline">
<li class="tag_box_v2">history</li>
</ul>
<p>Source: <a href="https://twitter.com/desandro" target="_blank">Dave DeSandro</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Here's the recording of Part 1, where I tour all of Nintendo's creative/authoring tools leading up to WarioWare DIY. Had a lot of fun putting this together. If you were touched by Mario Paint as I was, there's a lot of rich context and legacy to uncover. <a href="https://t.co/oRPhNAo7BO">https://t.co/oRPhNAo7BO</a></p>— David Cole (@irondavy) <a href="https://twitter.com/irondavy/status/1378055686534225920?ref_src=twsrc%5Etfw">April 2, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="docker--net--rider"><strong>Docker + .NET + Rider</strong></h4>
<ul class="inline">
<li class="tag_box_v2">.NET</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Let <a href="https://twitter.com/buhakmeh?ref_src=twsrc%5Etfw">@buhakmeh</a> guide you through a new workflow in <a href="https://twitter.com/JetBrainsRider?ref_src=twsrc%5Etfw">@JetBrainsRider</a>...<br /><br />🐋 Generate Dockerfile for .NET Applications<br /><br />Add Docker support for Linux/Windows to new and existing <a href="https://twitter.com/hashtag/dotnet?src=hash&ref_src=twsrc%5Etfw">#dotnet</a> solutions 👉 <a href="https://t.co/qZVn6AfqVs">https://t.co/qZVn6AfqVs</a></p>— JetBrains Rider (@JetBrainsRider) <a href="https://twitter.com/JetBrainsRider/status/1378014364205219849?ref_src=twsrc%5Etfw">April 2, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="rider-unreal-engine-editor-integration"><strong>Rider Unreal Engine Editor integration</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UE</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">UnrealLink/RiderLink plugins in <a href="https://twitter.com/hashtag/RiderForUnrealEngine?src=hash&ref_src=twsrc%5Etfw">#RiderForUnrealEngine</a> enable advanced integration between JetBrains Rider and Epic Games’ <a href="https://twitter.com/hashtag/UnrealEngine?src=hash&ref_src=twsrc%5Etfw">#UnrealEngine</a> Editor. The plugin allows you to manage your game right inside the IDE <a href="https://t.co/thg7hDhEsQ">https://t.co/thg7hDhEsQ</a> Join the preview <a href="https://t.co/WmZD723Pnq">https://t.co/WmZD723Pnq</a> <a href="https://t.co/mitj4VVxwP">pic.twitter.com/mitj4VVxwP</a></p>— JetBrains Rider (@JetBrainsRider) <a href="https://twitter.com/JetBrainsRider/status/1378329271542878208?ref_src=twsrc%5Etfw">April 3, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="uv-unwrapping-smooth-shapes"><strong>UV unwrapping smooth shapes</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">This tiny patch is the first successful unwrap with my new boundary algorithm. It should revolutionize how well I can control how smooth shapes gets unwrapped and packed. Doesn't look like much but I'm very excited about this. <a href="https://t.co/jE5153NiCV">pic.twitter.com/jE5153NiCV</a></p>— Quel Solaar (@quelsolaar) <a href="https://twitter.com/quelsolaar/status/1377773912956792833?ref_src=twsrc%5Etfw">April 2, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="how-c-resolves-a-function-call"><strong>How C++ resolves a function call</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C++</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Long but good read: "How C++ Resolves a Function Call" <a href="https://t.co/9FtX4o4F50">https://t.co/9FtX4o4F50</a></p>— Kostas Anagnostou (@KostasAAA) <a href="https://twitter.com/KostasAAA/status/1376987529002508295?ref_src=twsrc%5Etfw">March 30, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="fixing-bugs-in-open-source-softwaretools"><strong>Fixing bugs in open-source softwaretools</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Blender</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Your Blender live development fix with Sergey starts soon: <a href="https://t.co/SySObJZUMB">https://t.co/SySObJZUMB</a> - get your headphones ready <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a> <a href="https://twitter.com/hashtag/ASMR?src=hash&ref_src=twsrc%5Etfw">#ASMR</a> 🐞</p>— Blender Developers (@BlenderDev) <a href="https://twitter.com/BlenderDev/status/1376504391214243844?ref_src=twsrc%5Etfw">March 29, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="are-you-using-unit-tests-for-documenting"><strong>Are you using unit tests for documenting?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">unit tests</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Of course, in this case, there's another solution as well. ASCII graphics! <a href="https://t.co/RIm4ljBxue">pic.twitter.com/RIm4ljBxue</a></p>— Anders Elfgren (@Srekel) <a href="https://twitter.com/Srekel/status/1377198181738504193?ref_src=twsrc%5Etfw">March 31, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="have-you-considered-nim-for-game-scripting"><strong>Have you considered Nim for game scripting?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">engine</li>
</ul>
<p>checkout <a href="https://nim-lang.org/" target="_blank">Nim</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Hotreloading works (in the editor at least, not sure why it wouldn't in a game).<br /><br />Someone in the Nim community has made bindings, which seems like it'd be a good match. I think game scripting would work well in Nim. Looking forward to see where that goes.</p>— Anders Elfgren (@Srekel) <a href="https://twitter.com/Srekel/status/1377190392022626306?ref_src=twsrc%5Etfw">March 31, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="property-grid-in-imgui"><strong>Property Grid in imgui</strong></h4>
<ul class="inline">
<li class="tag_box_v2">imgui</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Decided to play around a bit more with my editor tooling and imgui. There's been some pain points but I'm making progress...<br /><br />Trying to rebuild my property grid atm... <a href="https://t.co/qdVeeKbDHv">pic.twitter.com/qdVeeKbDHv</a></p>— Bobby Anguelov (@Bobby_Anguelov) <a href="https://twitter.com/Bobby_Anguelov/status/1378502545182703625?ref_src=twsrc%5Etfw">April 4, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="you-can-setup-compiler-explorer-locally"><strong>You can setup Compiler Explorer locally</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C++</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="und">Obligatory<a href="https://t.co/yUqeB2YDTB">https://t.co/yUqeB2YDTB</a></p>— Jason Turner (@lefticus) <a href="https://twitter.com/lefticus/status/1378511876263272455?ref_src=twsrc%5Etfw">April 4, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="upcoming-update-for-prop-placement"><strong>Upcoming update for prop placement</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UE</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Hey Friends we know we've been quiet, but it's only because we have been working hard towards a bigger update for all of you! In the meantime here is a little snippet of one of the free features coming soon. Subscribe not to miss! 😍 <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/gameart?src=hash&ref_src=twsrc%5Etfw">#gameart</a> <a href="https://twitter.com/hashtag/UnrealEngine?src=hash&ref_src=twsrc%5Etfw">#UnrealEngine</a> <a href="https://twitter.com/hashtag/3dart?src=hash&ref_src=twsrc%5Etfw">#3dart</a> <a href="https://twitter.com/hashtag/3D?src=hash&ref_src=twsrc%5Etfw">#3D</a> <a href="https://t.co/S2z2DUc2u5">pic.twitter.com/S2z2DUc2u5</a></p>— Promethean AI (@PrometheanAI) <a href="https://twitter.com/PrometheanAI/status/1377701824614912000?ref_src=twsrc%5Etfw">April 1, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="capture-iosandriod-log-errors-in-unity"><strong>Capture iOS/Andriod log errors in Unity</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
<li class="tag_box_v2"> LiveOps</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Building a game on iOS? Find errors before your players do. Check out this short how-to video to see how Backtrace integrates into the Unity editor to help you ship better games, faster. <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/unitydeveloper?src=hash&ref_src=twsrc%5Etfw">#unitydeveloper</a> <a href="https://twitter.com/hashtag/iosgamedev?src=hash&ref_src=twsrc%5Etfw">#iosgamedev</a> <a href="https://twitter.com/hashtag/indiegamedev?src=hash&ref_src=twsrc%5Etfw">#indiegamedev</a> <a href="https://t.co/TSUjAO1jwC">https://t.co/TSUjAO1jwC</a></p>— Backtrace (@0xCD03) <a href="https://twitter.com/0xCD03/status/1378002141114171395?ref_src=twsrc%5Etfw">April 2, 2021</a></blockquote>
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<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Backtrace’s automated crash & error reporting ensures game quality to help stop player churn. Watch this video for a look into the process of integrating Backtrace to the Unity editor for your Android Games. <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/unitydeveloper?src=hash&ref_src=twsrc%5Etfw">#unitydeveloper</a> <a href="https://twitter.com/hashtag/androidgamedev?src=hash&ref_src=twsrc%5Etfw">#androidgamedev</a> <a href="https://t.co/aWqfv22bsz">https://t.co/aWqfv22bsz</a></p>— Backtrace (@0xCD03) <a href="https://twitter.com/0xCD03/status/1377313487622393858?ref_src=twsrc%5Etfw">March 31, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="how-to-get-file-size-in-c"><strong>How to get File Size in C++</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C++</li>
</ul>
<p>tl;dr It’s easier with C++17 std::filesystem</p>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">How to get File Size in C++? <a href="https://t.co/azrFMk0RRo">https://t.co/azrFMk0RRo</a><br /><br />As usually, we have several options in C++ :)<a href="https://twitter.com/hashtag/programming?src=hash&ref_src=twsrc%5Etfw">#programming</a> <a href="https://twitter.com/hashtag/cpp?src=hash&ref_src=twsrc%5Etfw">#cpp</a> <a href="https://twitter.com/hashtag/cpp17?src=hash&ref_src=twsrc%5Etfw">#cpp17</a> <a href="https://t.co/BF0wwrE5y6">pic.twitter.com/BF0wwrE5y6</a></p>— Bartlomiej Filipek (@fenbf) <a href="https://twitter.com/fenbf/status/1378378519009443844?ref_src=twsrc%5Etfw">April 3, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="encodedecode-c-strings"><strong>Encode/Decode C strings</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Made this little helper page for encoding and decoding C strings. You can type or paste in either pane:<a href="https://t.co/FS4C2Dmzp0">https://t.co/FS4C2Dmzp0</a><br /><br />(It only supports \n and \t escapes, because those are the only ones I use.) <a href="https://t.co/7gkfj2MCQ5">pic.twitter.com/7gkfj2MCQ5</a></p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1378056761958035459?ref_src=twsrc%5Etfw">April 2, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="hot-reloaded-c-plugins-in-themachinery"><strong>hot-reloaded .c plugins in TheMachinery</strong></h4>
<ul class="inline">
<li class="tag_box_v2">TheMachinery</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">For my hackday project yesterday, I implemented a .c plugin for <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a>. It let's you add .c files to a project and compile them to DLLs (using zig cc from <a href="https://twitter.com/ziglang?ref_src=twsrc%5Etfw">@ziglang</a>). You can double-click to edit the file and every time you save it is recompiled and hot-reloaded: <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/DdgOcIXxqj">pic.twitter.com/DdgOcIXxqj</a></p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1378021807626723328?ref_src=twsrc%5Etfw">April 2, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="help-with-getting-started-with-clang-format"><strong>Help with getting started with Clang-Format</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C</li>
<li class="tag_box_v2"> C++</li>
<li class="tag_box_v2"> C#</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Are you trying to get started with Clang-Format?<br /><br />Find the best format style for your code with the <a href="https://twitter.com/hashtag/Clang?src=hash&ref_src=twsrc%5Etfw">#Clang</a> Format Detector. <a href="https://twitter.com/hashtag/llvm?src=hash&ref_src=twsrc%5Etfw">#llvm</a> <a href="https://twitter.com/hashtag/devtools?src=hash&ref_src=twsrc%5Etfw">#devtools</a> <a href="https://twitter.com/hashtag/cpp?src=hash&ref_src=twsrc%5Etfw">#cpp</a> <a href="https://twitter.com/hashtag/csharp?src=hash&ref_src=twsrc%5Etfw">#csharp</a> <a href="https://twitter.com/hashtag/objectivec?src=hash&ref_src=twsrc%5Etfw">#objectivec</a> <a href="https://twitter.com/hashtag/javascript?src=hash&ref_src=twsrc%5Etfw">#javascript</a><a href="https://t.co/QbxxStgJcE">https://t.co/QbxxStgJcE</a> <a href="https://t.co/srhJqY3ity">pic.twitter.com/srhJqY3ity</a></p>— Clang Power Tools (@ClangPowerTools) <a href="https://twitter.com/ClangPowerTools/status/1376824297642192896?ref_src=twsrc%5Etfw">March 30, 2021</a></blockquote>
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<hr style="height:1px;border:none;color:#333;background-color:#333;" />
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<h4 id="memory-optimization-problems-are-not-going-anywhere"><strong>Memory optimization problems are not going anywhere</strong></h4>
<ul class="inline">
<li class="tag_box_v2">performance</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Thanks Eric! ❤️<br /><br />I like to think it's all 100% relevant today still (latencies different, but proportionally same).<br /><br />"Memory optimization" talk audio/slides video here:<a href="https://t.co/HNzCG94Wt1">https://t.co/HNzCG94Wt1</a><br />PPT downloadable here: <a href="https://t.co/OomCgTxppp">https://t.co/OomCgTxppp</a> <a href="https://t.co/IAdezRdrzO">https://t.co/IAdezRdrzO</a></p>— 🙊Christer Ericson (@ChristerEricson) <a href="https://twitter.com/ChristerEricson/status/1377851780524990466?ref_src=twsrc%5Etfw">April 2, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="crash-course-on-allocations"><strong>Crash course on allocations</strong></h4>
<ul class="inline">
<li class="tag_box_v2">performance</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Introduction to memory allocators and arenas <a href="https://t.co/dYuZmliNoy">https://t.co/dYuZmliNoy</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1377095064350945281?ref_src=twsrc%5Etfw">March 31, 2021</a></blockquote>
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<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="riot-games-tools-for-investigating-problems-in-the-wild"><strong>Riot Games Tools for investigating problems in the wild</strong></h4>
<ul class="inline">
<li class="tag_box_v2">LiveOps</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr"><a href="https://twitter.com/hashtag/RiotTechBlog?src=hash&ref_src=twsrc%5Etfw">#RiotTechBlog</a> 🖱️ <br />Follow the treasure maps and check out Riot's one-stop-shop console for developers who operate services. <a href="https://t.co/CAygqWzRow">https://t.co/CAygqWzRow</a></p>— Riot Games Careers (@RiotCareers) <a href="https://twitter.com/RiotCareers/status/1376959465409363973?ref_src=twsrc%5Etfw">March 30, 2021</a></blockquote>
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<hr />
<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>
<p>New discussion of <a href="https://www.linkedin.com/in/irenezhu0" target="_blank">Irene Zhu’s</a> blog post <a href="https://thetoolsmiths.org/2021/03/30/applying_design_thinking_process_in_tool_development/" target="_blank">Applying Design Thinking Process in Tool Development</a> in the <a href="https://discord.gg/k4PuzbZ" target="_blank">Vault Club</a></p>
</li>
<li>The Toolsmiths <code class="language-plaintext highlighter-rouge">finished</code> migrating the conversations from Slack to <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord</a>
<iframe src="https://giphy.com/embed/xTiTnjZAjQipGn9JFS" width="480" height="143" frameborder="0" class="giphy-embed" allowfullscreen=""></iframe>
<p><a href="https://giphy.com/gifs/primerstories-windows-microsoft-gif-cover-xTiTnjZAjQipGn9JFS">via GIPHY</a></p>
</li>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>Join us this summer for:
<ul>
<li><a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!</li>
<li>GDC Tools Roundtables</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="the-machinery-20213-update"><strong>The Machinery 2021.3 update</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">It’s <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a> ‘s year anniversary in Open Beta and we’ve got a new release out. You can check out the notes here <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/Osltv3dfYe">https://t.co/Osltv3dfYe</a></p>— Our Machinery (@ourmachinery) <a href="https://twitter.com/ourmachinery/status/1377461423559778306?ref_src=twsrc%5Etfw">April 1, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="miniaudio-update"><strong>miniaudio update</strong></h4>
<ul class="inline">
<li class="tag_box_v2">audio</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">miniaudio version 0.10.33 has been released. Get it here: <a href="https://t.co/GHzupG7Uiz">https://t.co/GHzupG7Uiz</a></p>— David Reid (@mackron) <a href="https://twitter.com/mackron/status/1378472137342676998?ref_src=twsrc%5Etfw">April 3, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<h2 id="random">#random</h2>
<h4 id="using-scratch-to-emulate-a-cpu"><strong>Using Scratch to emulate a CPU</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Wow... a 6502 CPU modelled in <a href="https://twitter.com/scratch?ref_src=twsrc%5Etfw">@scratch</a> as part of a full BBC Micro emulator! <a href="https://twitter.com/hashtag/RetroComputing?src=hash&ref_src=twsrc%5Etfw">#RetroComputing</a> <a href="https://t.co/2BS6OlJ27T">https://t.co/2BS6OlJ27T</a> <a href="https://t.co/4kxztWGj5E">pic.twitter.com/4kxztWGj5E</a></p>— Dominic Pajak (@DominicPajak) <a href="https://twitter.com/DominicPajak/status/1378189902248964097?ref_src=twsrc%5Etfw">April 3, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="new-episode-of-no-diagnostic-required"><strong>New episode of No Diagnostic Required</strong></h4>
<ul class="inline">
<li class="tag_box_v2">podcast</li>
</ul>
<p>The year is 2021 and C++ is still the most popular language for gamedev. It’s crucial to understand it’s ecosystem and NDR reall helps with that</p>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">No Diagnostic Required. The podcast and YouTube show for C++ Annotated,<br />a commentary on the C++ ecosystem from <a href="https://twitter.com/jetbrains?ref_src=twsrc%5Etfw">@jetbrains</a>. Check out Episode #4, March 2021. Featuring recent articles by <a href="https://twitter.com/fenbf?ref_src=twsrc%5Etfw">@fenbf</a>, <a href="https://twitter.com/herbsutter?ref_src=twsrc%5Etfw">@herbsutter</a>, and a talk by <a href="https://twitter.com/SeanParent?ref_src=twsrc%5Etfw">@SeanParent</a>: <a href="https://t.co/wNbZbmj11B">https://t.co/wNbZbmj11B</a> <a href="https://twitter.com/hashtag/cpp?src=hash&ref_src=twsrc%5Etfw">#cpp</a> <a href="https://twitter.com/hashtag/cplusplus?src=hash&ref_src=twsrc%5Etfw">#cplusplus</a></p>— No Diagnostic Required (@ndr_cpp) <a href="https://twitter.com/ndr_cpp/status/1378312369626099716?ref_src=twsrc%5Etfw">April 3, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
<p><br />
<br /></p>
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<div class="c43">
<div>
<p class="base c1 c11"><span class="c18"></span></p>
</div>
<p class="base c1 c8 title"><span class="c23"></span></p>
<p class="base c1 c8 title"><span class="c23"></span></p>
<p class="base c1 c8 title"><span class="c23"></span></p>
<p class="base c1 c8 title"><span class="c23"></span></p>
<p class="base c1 c8 title"><span class="c23"></span></p>
<p class="base c1 c8 title"><span class="c23"></span></p>
<p class="c1 c39 title"><span>Applying Design Thinking Process in Tool Development</span>
<hr style="page-break-before:always;display:none;" />
</p>
<p class="base c11 c35"><span class="c3"></span></p>
<br />
<p class="base">by <a class="c19" href="https://www.linkedin.com/in/irenezhu0" target="_blank">Irene Zhu</a></p>
<p class="base"><em>original pdf can be found <a class="c19" href="https://thetoolsmiths.org/assets/docs/applying_design_thinking_Irene_Zhu.pdf">here</a></em></p>
<br />
<h2 class="base c1 c39 c40"><span class="c4"></span></h2>
<p class="base c1"><span class="c4">What is the design thinking process? It was created by </span><span class="c12"><a class="c19" href="https://www.nngroup.com/">Nelson
Norman Group</a></span><span class="c4">, which is a UX consultancy started by the two founding fathers
of UX discipline - Jacob Nelson and Don Norman. </span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">In this process, there are 3 phases, including “Understand”,
“Explore” and “Materialize”.</span><span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 498.49px; height: 504.14px;"><img alt="" src="https://thetoolsmiths.org/assets/imgs/design_thinking/image3.png" style="width: 498.49px; height: 504.14px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title="" /></span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">In “Understand” phase, we conduct research to develop an understanding of
our users, then combine the data we get and summarize where our users’ problems exist. In
“Explore” phase, we start brainstorming different design solutions that might solve the problem,
and make those solutions into prototypes. In “Materialize” phase, we use the prototype we made
to test out the design hypothesis. </span><span class="c0">If there is any gap between what users expect to
see vs what our design looks like, we try to close that gap</span><span class="c4"> as much as we could
before moving into implementation. </span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c13"><span class="c4">You might want to ask, why do we care about this? Well, first off, a lot of tools
and workflows in game development are very complicated. And design has long been an afterthought for us,
applied only to touch up some aesthetics after the majority of the work is already there. But as our games
get more interactive and immersive, the features required for tools can only get more complex. </span></p>
<br />
<p class="base c46"><span class="c31">Without the designing and planning up front, it’s easy for us to focus on
fixing the immediate problem with solutions that don’t scale.</span><span class="c45"> </span>
</p>
<br />
<p class="base c13"><span class="c4">And without a thorough understanding of our users’ needs, we also tend to
overcomplicate. Overtime our users find the tools harder to use, harder to learn. The training cycle gets
longer. And it starts to interrupt their creative flows. What’s worse is that, after the engineers
worked so hard on a feature, when it’s delivered, not a lot of people like it/or even know about it.
And those are the situations we are trying to avoid.</span></p>
<p class="base c13 c11"><span class="c4"></span></p>
<p class="base c13"><span class="c4">But let’s pause for a sec and think about… what was the last time
you’ve used something that you really enjoyed? Whether it’s a new iPhone, a smart home system,
a Tesla, or even your fridge. It could be anything. And now imagine if we bring that kind of joy into
our tools, what difference could it make on our productivity and creativity? </span></p>
<p class="base c13"><span class="c4">That’s why we’re looking at this process that’s widely adopted in
the consumer product world, and trying to integrate it into our tool development. </span><span class="c0">The goal here is to deliver experiences that meet our users need, are intuitive and scalable, and
even bring joy.</span><span class="c4"> </span></p>
<p class="base c13 c11"><span class="c4"></span></p>
<br />
<p class="base c1"><span class="c4"><b>But how exactly?</b></span></p><a id="t.5509523da78fc0d25702ca554585bad02cfd33af"></a><a id="t.0"></a>
<br />
<p class="base c1"><span class="c4">Below is a list of methods I’ve used for a variety tools I support at 343,
organized based on the design thinking process. I won’t go into details about the tools for
confidentiality reason, but will focus on the methods themselves and talk through how effective it was in my
experience. Each method is rated based on how well it has worked for our team from 3 perspectives: Ease of
use (how easy was it to use the method); time needed(how much time was needed to do it); impact(how much
impact it delivered), </span><span class="c0">on a scale of 1-5</span><span class="c4">. The table below
explains what the rating means for each category. </span>
</p>
<br />
<table class="c6">
<tbody>
<tr class="c10">
<td class="c28 c36" colspan="1" rowspan="1">
<p class="base c1 c11"><span class="c18"></span></p>
</td>
<td class="c25" colspan="1" rowspan="1">
<p class="base c14"><span class="c34">1</span></p>
</td>
<td class="c25" colspan="1" rowspan="1">
<p class="base c14"><span class="c34">2</span></p>
</td>
<td class="c28 c38" colspan="1" rowspan="1">
<p class="base c14"><span class="c34">3</span></p>
</td>
<td class="c24 c28" colspan="1" rowspan="1">
<p class="base c14"><span class="c34">4</span></p>
</td>
<td class="c30 c28" colspan="1" rowspan="1">
<p class="base c14"><span class="c34">5</span></p>
</td>
</tr>
<tr class="c10">
<td class="c29" colspan="1" rowspan="1">
<p class="base c1"><span class="c34">Ease of Use</span></p>
</td>
<td class="c27" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Very easy </span></p>
</td>
<td class="c27" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Easy </span></p>
</td>
<td class="c38" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Neutral </span></p>
</td>
<td class="c24" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Hard </span></p>
</td>
<td class="c30" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Very hard </span></p>
</td>
</tr>
<tr class="c16">
<td class="c29" colspan="1" rowspan="1">
<p class="base c1"><span class="c34">Time Needed</span></p>
</td>
<td class="c22" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Very fast</span></p>
</td>
<td class="c22" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Fast </span></p>
</td>
<td class="c38 c37" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Neutral </span></p>
</td>
<td class="c24 c37" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Time-consuming</span></p>
</td>
<td class="c30 c37" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Very time-consuming</span></p>
</td>
</tr>
<tr class="c16">
<td class="c29" colspan="1" rowspan="1">
<p class="base c1"><span class="c34">Impact</span></p>
</td>
<td class="c27" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Very small impact</span></p>
</td>
<td class="c27" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Small impact</span></p>
</td>
<td class="c38" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Neutral </span></p>
</td>
<td class="c24" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Big impact</span></p>
</td>
<td class="c30" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Very big impact</span></p>
</td>
</tr>
</tbody>
</table>
<br />
<p>
<hr style="page-break-before:always;display:none;" />
</p>
<h3 class="base c26"><br /><span>“Understand” phase</span>
<span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 383.65px; height: 383.65px;"><img alt="" src="https://thetoolsmiths.org/assets/imgs/design_thinking/image2.png" style="width: 383.65px; height: 383.65px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title="" /></span></h3>
<p class="base c13"><span class="c4">In “Understand” phase, we tried methods including persona, 1:1
interview, and journey map.</span></p>
<p class="base c13 c11"><span class="c7"></span></p>
<br />
<p class="base c13"><span class="c7">Persona</span></p>
<br />
<p class="base c13"><span class="c4">A while back we developed personas for different animation disciplines(gameplay and
narrative). Below is an example of persona if you are not familiar with it.</span></p>
<p class="base c13 c11"><span class="c4"></span></p>
<p class="base c13"><span class="c4">Just like why other products use personas, we wanted to be able to understand our
uses better: what they like, what motivates them, what they don’t like, what frustrates them. But
since it’s for internal tools and we have a fairly small group, we also found persona pretty helpful
as a communication tool. Because by talking about it often, it has helped increase the understanding and
empathy between gameplay and narrative animators. This exercise has created a really good baseline
understanding for many animation tools. </span>
</p>
<p>
<br />
<span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 429.06px; height: 290.21px;"><img alt="" src="https://thetoolsmiths.org/assets/imgs/design_thinking/image5.png" style="width: 429.06px; height: 290.21px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title="" /></span></p>
<br />
<p class="base c11 c13"><span class="c4"></span></p>
<p class="base c13"><span class="c4">Two section I like to refer to the most in personas, are “motivations”
and “frustrations”. They make the perfect starting points when brainstorming things we can do to
make the workflow better. What does the user hate? Let’s reduce some of that. What motivates the
users? Let’s give them more. </span></p><a id="t.44025bba7ef66f9963d34d1b5670018f2beb896a"></a><a id="t.1"></a>
<br />
<table class="c6">
<tbody>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Ease of use</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">3</span></p>
</td>
</tr>
<tr class="c10">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Time needed</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">4</span></p>
</td>
</tr>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Impact</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">4</span></p>
</td>
</tr>
<tr class="c42">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Potential challenges</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">In order for personas to be useful, the implementation team would
need to refer back to the data in personas often and use it as a guideline for a series of
tools. The impact shows slowly and through other projects. It would also need to be updated
on a regular basis, which I find is challenging, especially for a small team. </span></p>
</td>
</tr>
</tbody>
</table>
<p class="base c13 c11"><span class="c4"></span></p>
<p class="base c13 c11"><span class="c4"></span></p>
<p class="base c13"><span class="c7">1:1 Interview </span></p>
<br />
<p class="base c13"><span class="c4">Another thing I personally like to do is 1:1 interviews. 30 mins with about 5
participants are more than enough. If you are wondering why 5? Here is an </span><span class="c12"><a class="c19" href="https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/">article</a></span><span class="c4"> about why you only need to test with 5 users. I prefer to have the interviews
semi-structured, meaning there are usually a few specific questions that I want to get answers for. But
mostly the conversations are around more generic feature areas, so there is room for new topics/issues to
surface. For example, If you want to know if the new feature A has worked for users, that could be your 1
specific question. Following that, you could ask what worked well in general, what didn’t work that
well. If there is enough time, you could go through the tool section by section(or page by page) to let the
participant talk about what the experience was like using each part of the tool. </span></p>
<p class="base c13"><span class="c4">One thing to remember is to always ask questions consistently, meaning if you have
asked a participant how he/she likes the new feature A, you will need to ask every participant the same
question. This way your data report could have summary like “3 out of 5 participants like this
feature”.</span></p><a id="t.7b00551e62fd7017aa2be23fa9166e8c716b4fb0"></a><a id="t.2"></a>
<br />
<p>
<table class="c6">
<tbody>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Ease of use</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">3</span></p>
</td>
</tr>
<tr class="c10">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Time needed</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">3</span></p>
</td>
</tr>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Impact</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">4</span></p>
</td>
</tr>
<tr class="c17">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Potential challenges</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">The “Asking questions” part is not difficult as long as
the interviewer has a fairly good understanding of the tool. The real challenge comes from
synthesizing the data. One trick that I found helpful is to think about what kind of final
report you want to have, then work backwards and look through the data. This would also
require your data to be as consistent as possible. </span></p>
</td>
</tr>
</tbody>
</table>
<p class="base c13 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c7"></span></p>
<p class="base c1"><span class="c7">Journey Map</span></p>
<br />
<p class="base c1"><span class="c4">As a UX designer, I get asked a lot of questions like “can you map the workflow
end to end?”. Naturally I ask around to see if people would have this information at hand already. But
a lot of times, the team that work on one part of the workflow don’t know about the previous step/tool
at all. That’s where a good journey map comes in. We did journey mapping for mocap pipeline recently,
which was very helpful for the team to understand the big picture. But in this context, let’s take a
look at a generic journey map as an example.</span></p>
<br />
<p class="base c1"><span style="overflow: hidden; display: inline-block; margin: -0.00px 0.00px; border: 2.67px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 590.00px;"><img alt="" src="https://thetoolsmiths.org/assets/imgs/design_thinking/image1.jpg" style="width: 590.00px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title="" /></span></p>
<br />
<p class="base c1"><span class="c4">Here is an example of a journey map I made many years ago. Up top there is a quick
preview of the person’s role and goal. In the timeline, from left to right, there are a series of
activities she needs to orchestrate as a program officer. For each step, the light blue color represents
“tasks”, the dark blue color indicates “questions”.</span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">There’s a lot of information here. But it doesn’t have to be this way.
The bare bone of a journey map is </span><span class="c0">really just the timeline</span><span class="c4">.
It’s critical to map out what happens first, what comes after, especially when many on the team are
often so focused on their own parts. In the tool development setting, we could use this format to map out
each step for an environment artist for example: what are the tasks for users, where do they go for each
step, is it an automated step or do we have a tool for it, can they finish the whole workflow independently
or do they need information from someone else, is it possible to capture the information they need in a tool
somewhere. </span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">Journey map helps us see the big picture before going in depth on each step. It also
helps us be aware of other factors(other than the UI) that might affect the user experience of a workflow,
and provides an opportunity to identify if there are additional scope we would like to add </span><span class="c0">up front</span><span class="c4">. For example, if there are manual steps somewhere along the way
that we would like to automate, this is a good time to evaluate if those scenarios could fit into a tool we
already have or do we need a new tool for it. </span></p>
<p class="base c1 c11"><span class="c4"></span></p><a id="t.a942746f683b98056ad6827de3c7db107b0c9325"></a><a id="t.3"></a>
<table class="c6">
<tbody>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Ease of use</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">3</span></p>
</td>
</tr>
<tr class="c10">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Time needed</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">2</span></p>
</td>
</tr>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Impact</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">3</span></p>
</td>
</tr>
<tr class="c21">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Potential challenges</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">The only challenge here for me was about finding the right people to
ask questions, and digging up enough information to make the 1st draft of the
timeline.</span></p>
</td>
</tr>
</tbody>
</table>
<p class="base c1 c11"><span class="c4"></span></p>
<br />
<h3 class="base c26"><span><br />“Explore” phase</span><span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 383.65px; height: 383.65px;"><img alt="" src="https://thetoolsmiths.org/assets/imgs/design_thinking/image7.png" style="width: 383.65px; height: 383.65px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title="" /></span></h3>
<p class="base c1"><span class="c4">Ideate and prototype are the common methods we use in “Explore” phase.
</span></p>
<p class="base c1 c11"><span class="c7"></span></p>
<p class="base c1"><span class="c7">IDEATE </span></p>
<br />
<p class="base c1"><span class="c4">In a creative environment such as game studios, this is what I find the least
challenging. I lost count on how many times I walked into a meeting room amazed by the sketches/ideas on the
whiteboard. The only thing I want to say here is to make sure to </span><span class="c0">anchor any design
solution to the information we’ve learned in phase 1</span><span class="c4">. Meaning each design
solution should at least address a pain point that we’ve heard from our users, or add more of
something our users really like. This way we don’t get too carried away by an exciting idea that might
not meet any user needs. </span></p><a id="t.b620500e4a7391ea09ce941ddb5ce684d0cd61ea"></a><a id="t.4"></a>
<br />
<table class="c6">
<tbody>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Ease of use</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">5</span></p>
</td>
</tr>
<tr class="c10">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Time needed</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">2</span></p>
</td>
</tr>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Impact</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">2</span></p>
</td>
</tr>
<tr class="c16">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Potential challenges</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Remember to anchor design ideas to pain points or motivations.</span>
</p>
</td>
</tr>
</tbody>
</table>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c7"></span></p>
<p class="base c1"><span class="c7">Prototype</span></p>
<br />
<p class="base c1"><span class="c4">There can be many types of prototypes. No matter your prototype is interactive, or
drawn on paper, as long as</span><span class="c0"> it helps users communicate your design
intention</span><span class="c4">, it gets the job done. </span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">Here is an example of interactive prototype I found online. It’s very close to
the ones I make at this phase of the project in terms of visual fidelity. I won’t get into details
about how to make a prototype here, because it can easily be its own article. In general, any tool you use
to make the UI today, you could start drawing simple elements and making screenshots of them. That would be
the prototype. Then you could get feedback from users by showing the screenshots, </span><span class="c0">before</span><span class="c4"> starting on the rest of development work. </span></p><a id="t.61f1a5df0b91983679e7b5dc0a0796f663346e3e"></a><a id="t.5"></a>
<br />
<table class="c6">
<tbody>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Ease of use</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">3</span></p>
</td>
</tr>
<tr class="c10">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Time needed</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">4</span></p>
</td>
</tr>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Impact</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">5</span></p>
</td>
</tr>
<tr class="c41">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Potential challenges</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">As soon as you have your key use cases build in, start showing people
and get feedback. It doesn’t need to be fully functional or pretty. </span></p>
</td>
</tr>
</tbody>
</table>
<br />
<h3 class="base c26"><span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 464.45px; height: 391.88px;"><img alt="" src="https://thetoolsmiths.org/assets/imgs/design_thinking/image6.gif" style="width: 464.45px; height: 391.88px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title="" /></span>
<hr style="page-break-before:always;display:none;" />
</h3>
<h3 class="base c26"><br /><span>“Materialize” Phase</span><span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 383.65px; height: 383.65px;"><img alt="" src="https://thetoolsmiths.org/assets/imgs/design_thinking/image4.png" style="width: 383.65px; height: 383.65px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title="" /></span></h3>
<p class="base c1"><span class="c4">There are 2 sub phases in “Materialize”, which are “Test” and
“Implementation”. Note the “Test” phase here is to </span><span class="c0">test out
the idea</span><span class="c4"> before it gets turned into real software, not the QA testing that
we’re most familiar with. The UX methods used in this phase are mainly around “testing the
idea”. </span></p>
<p class="base c1 c11"><span class="c7"></span></p>
<p class="base c1"><span class="c7">Test - Design Review</span></p>
<br />
<p class="base c1"><span class="c4">With a prototype, we can start gathering feedback in our test phase. One way of
gathering feedback is to do a design review, where a person presents the interaction flows to a group of
users/stakeholders, and discuss what they liked/didn’t like about the design. In this phase,
it’s helpful to invite user representatives from different disciplines, so that the feedback is not
biased toward one small group of users. </span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">To prepare for a design review, I might note down what interactions/user flows I want
to demonstrate. For example, how to load a character in Maya, how to add animation data onto that character
etc. It is also a good place for us to talk about things like: now that we can see the feature on the
screen, is it worth doing cuz it seems expensive; are we really gonna be okay with the potential
tradeoff?</span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">The feedback I get the most can generally be grouped into 3 sections. There is the
type of comments about spotting opportunities to reuse components and manage all our tools in a more modular
way. Another type of comments that come up a lot is about weighing the benefit vs tradeoff of having some
feature. The last type of comments, which is usually what we get the most, is the type that help us realized
the gaps between what users are expecting vs what the design is delivering, </span><span class="c0">which is
core of this TEST phase here.</span><span class="c4"> It’s also the reason why we usually do more
than 1 round of design review. Because by doing this kind of iterations, we can narrow this expectation gap
quickly by adjusting the design prototypes.</span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">If you are curious how many rounds of design reviews you should do, the answer is
I’m not sure. I usually to 3-4 rounds, but it can vary from project to project. In each review,
it’s helpful to show the design updates responding to the comments from the previous review. This way
people can see the feedback they’ve given being reflected in the design, which is encouraging for them
to contribute more. If there are less and less feedback coming up in each meeting (but people’s
engagement level is still high). Congratulations! You’ve just successfully narrowed the expectation
gap.</span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c4"></span></p><a id="t.d98beb7465e51a41f0ddbd9dbf8f43384f6e0536"></a><a id="t.6"></a>
<table class="c6">
<tbody>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Ease of use</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">2</span></p>
</td>
</tr>
<tr class="c10">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Time needed (per iteration)</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">3</span></p>
</td>
</tr>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Impact</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">5</span></p>
</td>
</tr>
<tr class="c17">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Potential challenges</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">It can be challenging for some to get feedback that some users
don’t like the design, especially in a group setting. When it happens, try not to
immediately explain why you did what you did. Instead, let the users elaborate more about
why he/she doesn’t like it. Remember it’s never personal. It’s all for
narrowing the expectation gap. </span></p>
</td>
</tr>
</tbody>
</table>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c7"></span></p>
<p class="base c1"><span class="c7">Test - Usability Testing</span></p>
<br />
<p class="base c1"><span class="c4">We could also do usability testing with the prototype at hand. Usability testing
refers to evaluating a product or service by testing it with representative users. Typically, during a test,
participants will try to complete typical tasks while observers watch, listen and takes notes. The goal
is to identify any usability problems, collect qualitative and quantitative data and determine the
participant's satisfaction with the product. </span><span class="c12"><a class="c19" href="https://www.usability.gov/how-to-and-tools/methods/usability-testing.html">Here</a></span><span class="c4"> is more info about what you need to prepare for a usability testing. Again, 5 participants
are more than enough to discover usability issues. And we don’t need a fancy one-way mirrored lab to
do it. A computer and a meeting room will do. In general, I do less usability testing comparing to design
review for feedback gathering, simply because design review is faster to iterate on. But with usability
testing, in the end you will have a more thorough and formal looking report, which makes it a nice option if
we are kicking off a new version or closing down design changes for current version. </span></p><a id="t.c631f83a96eff89afd62a9f3a4e7bc63408e51f3"></a><a id="t.7"></a>
<br />
<table class="c6">
<tbody>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Ease of use</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">2</span></p>
</td>
</tr>
<tr class="c10">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Time needed (per iteration)</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">4</span></p>
</td>
</tr>
<tr class="c10">
<td class="c15" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Impact</span></p>
</td>
<td class="c15" colspan="1" rowspan="1">
<p class="base c14"><span class="c2">5</span></p>
</td>
</tr>
<tr class="c44">
<td class="c5" colspan="1" rowspan="1">
<p class="base c13"><span class="c4">Potential challenges</span></p>
</td>
<td class="c5" colspan="1" rowspan="1">
<p class="base c1"><span class="c2">Running a usability test is definitely the most challenging one among
all the methods discussed here. The link I shared earlier is a good starting point to learn
how to do it. The main challenges for me when I first started doing it include: remembering
the steps and when to present what to the participants; avoid asking leading questions and
give the time to participants to explain what they like/dislike and why; asking questions
consistently across different sessions.</span></p>
</td>
</tr>
</tbody>
</table>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c7"></span></p>
<p class="base c1"><span class="c7">Implementation</span></p>
<br />
<p class="base c1"><span class="c4">One note here at the implementation phase is to make sure your design is well
documented before implementation begins. Once implementation started, be prepared to update the design
document throughout the entire implementation phase. Because during implantation phase, we often discover
use cases we didn’t think about, or edge cases we didn’t make a design for, or engineers would
like to discuss if it’s possible to use a different component because the one in design is hard to
implement. All valid reasons. That’s why when the design document is first created, it makes a great
reference but it’s not done. Over time we will add more details to it, tweak features, and group new
use cases into future versions.</span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c7"></span></p>
<hr style="page-break-before:always;display:none;" />
<p class="base c1 c11"><span class="c3"></span></p>
<h3 class="base c26"><br /><span class="c9">Summary</span></h3>
<p class="base c1"><span class="c4">To summarize, we’ve talked about the three phases of design thinking process:
Understand, Explore and Materialize. </span></p>
<p class="base c1"><span class="c4">In Understand phase, 1:1 interview are the most frequently used in my case, while
persona could be a bit time consuming but delivers great long-term impact. Journey map is my go-to method to
understand the big picture when users need to hop from one tool to another during their workflow.</span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">In Explore phase, feel free to use whatever tool/medium to explore ideas and create
your prototype. </span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">Materialize phase is when we test out if the idea has met users expectation. We can
test it with the prototypes made in the previous phase. If there is any gap between the prototype and
users’ expectation, tweak, iterate, test, repeat until the gap is narrowed to an acceptable level.
</span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c7">Lessons Learned</span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<ul class="c32 lst-kix_list_1-0 start">
<li class="base c1 c20 li-bullet-0"><span class="c4">Always ideate with goals. I can’t stress this enough. One
of my friends likes to say “brainstorming without an agenda is brain killing” which I love.
Always make sure we make the most of what we learned in the “Understand” phase. It’s
gonna save us a lot of time. </span></li>
<li class="base c1 c20 li-bullet-0"><span class="c4">And another thing is to share an action plan after each round
feedback gathering. For example for scene assembler, the interview findings report was sent out to all
animators with clear next steps. This is especially helpful when we have a small user group, because we
want to avoid the “survey fatigue” as much as possible. If you are not familiar with the
term, it’s to describe the situation that people are getting tired of filling out surveys because
they feel their response didn’t go anywhere. Since we have a relatively small user group here, we
can’t really afford losing anybody’s feedback like this. So it’s helpful to remind
ourselves to keep our users in the know as much as possible and always make sure they know what
difference their feedback has made, especially in the context of developing internal tools</span></li>
<li class="base c1 c20 li-bullet-0"><span class="c4">The third and forth one kinda go together, which is to say we
don’t need to get everything absolutely perfect in this one round. But we do need to have very
clear definition of done. So we could almost always iterate on a previous version and have a constant
stream of feedback, and minimize the cost of not getting something right at the first try. </span></li>
<li class="base c1 c20 li-bullet-0"><span class="c4">The last thing I want to share here is that UX process
isn’t some silver bullet that’s going to solve problems overnight. For internal tools
especially, it also comes down to building trust with engineers and users, and start integrating parts
of it little by little. With the design thinking process, slowly but surely it will make a difference in
experience of using our tools. </span></li>
</ul>
<p class="base c1 c11"><span class="c45"></span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1"><span class="c4">Too often in game tools world we run into solutions which might have been intended as
a short term solution years ago, but ended up being used till this day, because there are so many great
things to work on and the resource is so limited. Those situations aren’t going to change overnight.
But luckily we’re more aware of it and started to make changes incrementally. For internal tools, it
also comes down to building trust with engineers and users. With the design thinking process, slowly but
surely it will make a difference in experience of using our tools. </span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c4"></span></p>
<p class="base c1 c11"><span class="c3"></span></p>
<div>
<p class="base c1 c11"><span class="c18"></span></p>
</div>
<!-- </div>
</div> -->
</p></div></div>
GameDev Tools weekly - Issue 7 — March 28th, 20212021-03-28T11:00:00+00:00http://TheToolsmiths.github.io/2021/03/28/gamedev-tools-weekly-7<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><img src="https://thetoolsmiths.org/assets/imgs/weekly/post_header.png" alt="tool header" /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="the-toolsmiths-slack-is-officially-archived">The Toolsmiths Slack is officially archived</h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
</ul>
<p>We finished moving our discussions from Slack to our <a href="https://discord.gg/k4PuzbZ" target="_blank">new Discord server</a>.
Make sure to join us if you haven’t already!</p>
<iframe src="https://giphy.com/embed/5b5CuS5enNTxhwAkSD" width="480" height="370" frameborder="0" class="giphy-embed" allowfullscreen=""></iframe>
<p><a href="https://giphy.com/gifs/fd-floppy-disk-nostalgia-nerd-5b5CuS5enNTxhwAkSD">via GIPHY</a></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="the-history-of-tools-in-game-development-with-david-lightbown"><strong>The history of tools in game development with David Lightbown</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Three key lessons from the history of tools programming <a href="https://t.co/hUIF2NLNI9">https://t.co/hUIF2NLNI9</a></p>— Gamasutra (@gamasutra) <a href="https://twitter.com/gamasutra/status/1372965634187829248?ref_src=twsrc%5Etfw">March 19, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="who-should-be-part-of-the-save-you-a-ton-of-money-team"><strong>Who should be part of the “Save you a ton of money” team?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">📣 Get your weekend read while it's still available! <a href="https://twitter.com/hashtag/Gartner?src=hash&ref_src=twsrc%5Etfw">#Gartner</a> research teaches you what skills and roles it takes to create the perfect team of <a href="https://twitter.com/hashtag/UX?src=hash&ref_src=twsrc%5Etfw">#UX</a> professionals! 🔗 <a href="https://t.co/XyWiQZ6ECT">https://t.co/XyWiQZ6ECT</a> <a href="https://t.co/e0IgLaJzDi">pic.twitter.com/e0IgLaJzDi</a></p>— Qt (@qtproject) <a href="https://twitter.com/qtproject/status/1375362461092753410?ref_src=twsrc%5Etfw">March 26, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="image-comparison"><strong>Image Comparison</strong></h4>
<ul class="inline">
<li class="tag_box_v2">AI</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">We barely celebrated 1000 users and we are already really close to 2000! Thank you all so much for giving us great feedback so that we can keep dropping awesome new builds (like the one we just did ;) )<br />Notes:<a href="https://t.co/FjbSy0pf0W">https://t.co/FjbSy0pf0W</a><a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a><br />Feature of the day: image comparison! <a href="https://t.co/uAZ0VVyodY">pic.twitter.com/uAZ0VVyodY</a></p>— Promethean AI (@PrometheanAI) <a href="https://twitter.com/PrometheanAI/status/1374835127390326786?ref_src=twsrc%5Etfw">March 24, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="bitmap-to-vector-graphics"><strong>bitmap to vector graphics</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en"><a href="https://twitter.com/hashtag/AvaloniaUI?src=hash&ref_src=twsrc%5Etfw">#AvaloniaUI</a> Transforming bitmaps into vector graphics<a href="https://t.co/VNcA8xJKr8">https://t.co/VNcA8xJKr8</a> <a href="https://t.co/mHMEzl5ZUC">pic.twitter.com/mHMEzl5ZUC</a></p>— Wiesław Šoltés (@wieslawsoltes) <a href="https://twitter.com/wieslawsoltes/status/1375518666649821184?ref_src=twsrc%5Etfw">March 26, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="catch-your-crashes"><strong>Catch your crashes</strong></h4>
<ul class="inline">
<li class="tag_box_v2">liveops</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Learn how Backtrace's crash and error management solution helped Roblox find and fix critical crashes and improve player experience. Read the case study. <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/indiegamedev?src=hash&ref_src=twsrc%5Etfw">#indiegamedev</a> <a href="https://twitter.com/hashtag/unitydeveloper?src=hash&ref_src=twsrc%5Etfw">#unitydeveloper</a> <a href="https://twitter.com/hashtag/unrealdev?src=hash&ref_src=twsrc%5Etfw">#unrealdev</a> <a href="https://t.co/7IvNC712Dv">https://t.co/7IvNC712Dv</a> <a href="https://t.co/7PsmPWlPXv">pic.twitter.com/7PsmPWlPXv</a></p>— Backtrace (@0xCD03) <a href="https://twitter.com/0xCD03/status/1374449137203113988?ref_src=twsrc%5Etfw">March 23, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="do-your-unit-tests-always-pass"><strong>Do your unit tests always pass?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">testing</li>
</ul>
<p>A way of testing to make sure that the test case actually fails</p>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Check out my simple mutation-testing tool: dumbmutate - v1.1 just released <a href="https://t.co/tguerY8QUL">https://t.co/tguerY8QUL</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1374679234652729350?ref_src=twsrc%5Etfw">March 24, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="expressions-support-in-the-property-window"><strong>Expressions support in the property window</strong></h4>
<ul class="inline">
<li class="tag_box_v2">The Machinery</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Also, you can now right click on any scope in the profiler to open a live statistics view of that profiler scope: <a href="https://t.co/1czVjU3kzj">pic.twitter.com/1czVjU3kzj</a></p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1375567274883473408?ref_src=twsrc%5Etfw">March 26, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="do-you-have-some-best-practices-when-writing-tools"><strong>Do you have some best practices when writing tools?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">best practice</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">- A debug menu! Needs friendly UX, search, scalability. Like, say.. this :D <a href="https://t.co/GE318nhXB9">https://t.co/GE318nhXB9</a><br /><br />- Command-line arguments to quickly get to the point in the game you want, for example skipping intro videos and loading a specific map. The fewer clicks in menus etc. the better.</p>— Anders Elfgren (@Srekel) <a href="https://twitter.com/Srekel/status/1374795606502342661?ref_src=twsrc%5Etfw">March 24, 2021</a></blockquote>
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<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="qt-creator-cmake-package-manager-auto-setup"><strong>Qt Creator: CMake package-manager auto-setup</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<p>Did you know that <code class="language-plaintext highlighter-rouge">auto-setup.cmake</code> ships with Qt Creator?
<a href="https://www.qt.io/blog/qt-creator-cmake-package-manager-auto-setup" target="_blank">read more</a></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="click-to-move-and-drag-to-reorient"><strong>Click to move, and drag to reorient</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-91-26-03-2021/" target="_blank">Technically Art: Issue 91 (26.03.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">I've wanted this Unity tool for a while. I call it the "Place Object" tool. Click to move an object, and drag to reorient.<br /><br />Saves me hours of positioning things by hand. <br /><br />Now this cabinet of spices sparks joy! If anyone wants the script, let me know!<a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/madewithunity?ref_src=twsrc%5Etfw">@madewithunity</a> <a href="https://t.co/P45sIf1rGE">pic.twitter.com/P45sIf1rGE</a></p>— John Austin (@kleptine) <a href="https://twitter.com/kleptine/status/1374132960782286855?ref_src=twsrc%5Etfw">March 22, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="parallax"><strong>Parallax</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Introducing wParallax!<a href="https://t.co/tqipXX5lt6">https://t.co/tqipXX5lt6</a><a href="https://twitter.com/hashtag/fakeinteriors?src=hash&ref_src=twsrc%5Etfw">#fakeinteriors</a> <a href="https://twitter.com/hashtag/parallax?src=hash&ref_src=twsrc%5Etfw">#parallax</a> <a href="https://twitter.com/hashtag/3d?src=hash&ref_src=twsrc%5Etfw">#3d</a> <a href="https://twitter.com/hashtag/render?src=hash&ref_src=twsrc%5Etfw">#render</a> <a href="https://twitter.com/hashtag/osl?src=hash&ref_src=twsrc%5Etfw">#osl</a> <a href="https://twitter.com/hashtag/3dsMax?src=hash&ref_src=twsrc%5Etfw">#3dsMax</a> <a href="https://twitter.com/hashtag/coronarender?src=hash&ref_src=twsrc%5Etfw">#coronarender</a> <a href="https://twitter.com/hashtag/vray?src=hash&ref_src=twsrc%5Etfw">#vray</a> <a href="https://twitter.com/hashtag/Blender3d?src=hash&ref_src=twsrc%5Etfw">#Blender3d</a> <a href="https://twitter.com/hashtag/C4D?src=hash&ref_src=twsrc%5Etfw">#C4D</a></p>— wParallax (@parallax_w) <a href="https://twitter.com/parallax_w/status/1371580475865714688?ref_src=twsrc%5Etfw">March 15, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="procedural-content-generation-workshop"><strong>Procedural Content Generation Workshop</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Interested in Procedural Content Generation? You can submit or participate in this year's <a href="https://twitter.com/hashtag/PCG?src=hash&ref_src=twsrc%5Etfw">#PCG</a> workshop at <a href="https://twitter.com/FDGconf?ref_src=twsrc%5Etfw">@FDGconf</a>. This long-running workshop will be online, easy to get to. <a href="https://t.co/mQoDRUcuvN">https://t.co/mQoDRUcuvN</a><br />Deadline: 19th, April, 2021<br /><br />Please share. <a href="https://twitter.com/PcgWorkshop?ref_src=twsrc%5Etfw">@PcgWorkshop</a> <a href="https://t.co/dqgDpQvNnM">pic.twitter.com/dqgDpQvNnM</a></p>— Christoph Salge (@ChristophSalge) <a href="https://twitter.com/ChristophSalge/status/1375828261205315590?ref_src=twsrc%5Etfw">March 27, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="debugging-python-terminal"><strong>Debugging Python terminal</strong></h4>
<ul class="inline">
<li class="tag_box_v2">tips</li>
<li class="tag_box_v2">python</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">In <a href="https://twitter.com/pycharm?ref_src=twsrc%5Etfw">@pycharm</a>, you can attach a debugger to your <a href="https://twitter.com/hashtag/python?src=hash&ref_src=twsrc%5Etfw">#python</a> console. This means that you can test things out in the console, and when you don't understand what's going on you can attach a debugger, and figure things out. <a href="https://t.co/o24pTTimmP">pic.twitter.com/o24pTTimmP</a></p>— Nafiul Islam (@gamesbrainiac) <a href="https://twitter.com/gamesbrainiac/status/1358446576486776832?ref_src=twsrc%5Etfw">February 7, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="human-generator-addon-for-blender"><strong>Human Generator addon for Blender</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Blender</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Impressive Human Generator addon for Blender, and more from this week in 3D: <a href="https://t.co/ZV34fs55Lx">https://t.co/ZV34fs55Lx</a> <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a> <a href="https://t.co/TlSN2jjt9k">pic.twitter.com/TlSN2jjt9k</a></p>— Andrew Price (@andrewpprice) <a href="https://twitter.com/andrewpprice/status/1375662490160394240?ref_src=twsrc%5Etfw">March 27, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="measuring-pipeline-maturity"><strong>Measuring Pipeline maturity</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Also see <a href="https://t.co/jojigBF0FO">https://t.co/jojigBF0FO</a></p>— Stephan T. Lavavej (@StephanTLavavej) <a href="https://twitter.com/StephanTLavavej/status/1375643133371801600?ref_src=twsrc%5Etfw">March 27, 2021</a></blockquote>
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<hr />
<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>The Toolsmiths <code class="language-plaintext highlighter-rouge">finished</code> migrating the conversations from Slack to <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord</a>
<iframe src="https://giphy.com/embed/xTiTnjZAjQipGn9JFS" width="480" height="143" frameborder="0" class="giphy-embed" allowfullscreen=""></iframe>
<p><a href="https://giphy.com/gifs/primerstories-windows-microsoft-gif-cover-xTiTnjZAjQipGn9JFS">via GIPHY</a></p>
</li>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>Join us this summer for:
<ul>
<li><a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!</li>
<li>GDC Tools Roundtables</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="did-you-know">Did You Know??</h2>
<p><br /></p>
<ul>
<li>Did you know that there was a website for helping you select an open source licence <a href="https://choosealicense.com/" target="_blank">choosealicense.com</a>
<a href="https://twitter.com/bkaradzic/status/1374783909020401672?s=20" target="_blank">source</a></li>
</ul>
<p><br /></p>
<ul>
<li>Did you know that there is a <a href="http://pcgworkshop.com/index.php" target="_blank">PCG WORKSHOP</a>
<ul>
<li>It also has a <a href="http://www.pcgworkshop.com/database.php" target="_blank">PCG papers DB</a></li>
</ul>
</li>
</ul>
<p><br /></p>
<ul>
<li>Did you know that you can host git code repos with <a href="https://aws.amazon.com/codecommit/" target="_blank">AWS CodeCommit</a><br />
<em>source: mentioned by Fábio Reis in the <a href="https://discord.gg/k4PuzbZ" target="_blank">Toolsmiths Discord</a></em></li>
</ul>
<p><br />
<br /></p>
<hr />
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="clang-power-tools-update"><strong>Clang Power Tools update</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Clang Power Tools 7.3 is out now! <br /><br />See the full list of features, improvements, and bug fixes.<a href="https://t.co/v1UvGPLsxJ">https://t.co/v1UvGPLsxJ</a> <a href="https://twitter.com/hashtag/Clang?src=hash&ref_src=twsrc%5Etfw">#Clang</a> <a href="https://twitter.com/hashtag/LLVM?src=hash&ref_src=twsrc%5Etfw">#LLVM</a> <a href="https://twitter.com/hashtag/Cpp?src=hash&ref_src=twsrc%5Etfw">#Cpp</a> <a href="https://t.co/TEtOIgVXa4">pic.twitter.com/TEtOIgVXa4</a></p>— Clang Power Tools (@ClangPowerTools) <a href="https://twitter.com/ClangPowerTools/status/1375068244235714561?ref_src=twsrc%5Etfw">March 25, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="cmake-update"><strong>CMake update</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">CMake 3.20.0 available for download <a href="https://t.co/Qnlbr51JOp">https://t.co/Qnlbr51JOp</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1374920826433138693?ref_src=twsrc%5Etfw">March 25, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="rider-20211-beta-release-with-unity-goodies"><strong>Rider 2021.1 Beta release with Unity goodies</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p dir="ltr" lang="en">Behold: Rider 2021.1 Beta has arrived! Take a look at this blog post for an overview of the build: <a href="https://t.co/Z51Hff9dwy">https://t.co/Z51Hff9dwy</a> <a href="https://t.co/bNb5lh7ckw">pic.twitter.com/bNb5lh7ckw</a></p>— JetBrains Rider (@JetBrainsRider) <a href="https://twitter.com/JetBrainsRider/status/1375131441743474692?ref_src=twsrc%5Etfw">March 25, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<h2 id="random">#random</h2>
<h4 id="bbc-basic"><strong>BBC BASIC</strong></h4>
<ul class="inline">
<li class="tag_box_v2">old school</li>
</ul>
<blockquote class="twitter-tweet" data-theme="dark"><p lang="en" dir="ltr">Source: <a href="https://t.co/mVjqKptiN0">https://t.co/mVjqKptiN0</a> <a href="https://t.co/6IWV0rj0dO">pic.twitter.com/6IWV0rj0dO</a></p>— BBC Micro 🦉 Bot (@bbcmicrobot) <a href="https://twitter.com/bbcmicrobot/status/1375975608866455560?ref_src=twsrc%5Etfw">March 28, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h3 id="credits">Credits:</h3>
<p><a href="https://skfb.ly/6xsHY" target="_blank">“Adjustable Spanner/Wrench”</a> by CGWorker is licensed under <a href="http://creativecommons.org/licenses/by/4.0/" target="_blank">Creative Commons Attribution</a> .</p>
<p><br />
<br /></p>
GameDev Tools weekly - Issue 6 — March 21th, 20212021-03-21T11:00:00+00:00http://TheToolsmiths.github.io/2021/03/21/gamedev-tools-weekly-6<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="imhui-imgui-in-html"><strong>ImHUI: ImGUI in HTML</strong></h4>
<ul class="inline">
<li class="tag_box_v2">imgui</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">For my silly defense, the demo linked above was old and Dear ImGui by default still ships with a subpar look. It's possible with a little effort to get it looking better (e.g <a href="https://t.co/Geql6hsaJu">https://t.co/Geql6hsaJu</a>) but of course it's absolutely nowhere near the feature set of web renderers.</p>— Omar (@ocornut) <a href="https://twitter.com/ocornut/status/1372960164266045447?ref_src=twsrc%5Etfw">March 19, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="a-modification-of-valves-hammer-editor"><strong>A modification of Valve’s Hammer Editor</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Source Engine</li>
</ul>
<p>Source: <a href="https://twitter.com/RYStorm" target="_blank">Robin-Yann Storm</a></p>
<iframe width="560" height="315" src="https://www.youtube.com/embed/HSs2hRbWZMY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="use-google-ai-for-play-testing"><strong>Use Google AI for play-testing</strong></h4>
<ul class="inline">
<li class="tag_box_v2">AI</li>
<li class="tag_box_v2"> testing</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">The business pitch would seem to me to be you setup your game, send it to Google, they send back a model that can play the game, and you use that to automate play testing locally. Would be an interesting business model.</p>— mike cook (@mtrc) <a href="https://twitter.com/mtrc/status/1373001153642967046?ref_src=twsrc%5Etfw">March 19, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="write-code-in-pycharm-evaluate-in-maya"><strong>Write code in PyCharm, evaluate in Maya</strong></h4>
<ul class="inline">
<li class="tag_box_v2">IDE</li>
<li class="tag_box_v2"> Maya</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Maya Charm - Maya PyCharm connection <a href="https://t.co/zcJ4gIZwdZ">https://t.co/zcJ4gIZwdZ</a></p>— Tech-Artists.org (@TechArtOrg) <a href="https://twitter.com/TechArtOrg/status/1371999356048482311?ref_src=twsrc%5Etfw">March 17, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="floating-point-bit-hacks-every-programmer-should-know"><strong>Floating Point Bit Hacks Every Programmer Should Know</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet" data-partner="tweetdeck"><p lang="en" dir="ltr">Floating Point Bit Hacks Every Programmer Should Know<a href="https://t.co/Lgcb7YqIMF">https://t.co/Lgcb7YqIMF</a></p>— Martin Mittring (@MittringMartin) <a href="https://twitter.com/MittringMartin/status/1373569807417712643?ref_src=twsrc%5Etfw">March 21, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="everything-you-need-to-know-about-optimizing-code-for-x86-and-x86-64"><strong>Everything you need to know about optimizing code for x86 and x86-64</strong></h4>
<ul class="inline">
<li class="tag_box_v2">performance</li>
</ul>
<blockquote class="twitter-tweet" data-partner="tweetdeck"><p lang="en" dir="ltr">Agner Fog: Everything you need to know about optimizing code for x86 and x86-64<a href="https://t.co/6ZNUSi2KEA">https://t.co/6ZNUSi2KEA</a></p>— Martin Mittring (@MittringMartin) <a href="https://twitter.com/MittringMartin/status/1373566558321090562?ref_src=twsrc%5Etfw">March 21, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="the-interpolate-tool-workflow"><strong>The interpolate tool workflow</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Blender</li>
<li class="tag_box_v2"> UX</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">The interpolate operator is now a Tool! Much more flexible and compatible with multiframe editing, it will surely speed up your workflow. Coming to Blender 2.93, due for release at the end of May 2021. <a href="https://t.co/Lh9cXhWLaR">https://t.co/Lh9cXhWLaR</a> <a href="https://twitter.com/hashtag/b2d?src=hash&ref_src=twsrc%5Etfw">#b2d</a> <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a> <a href="https://twitter.com/hashtag/GreasePencil?src=hash&ref_src=twsrc%5Etfw">#GreasePencil</a></p>— Blender Developers (@BlenderDev) <a href="https://twitter.com/BlenderDev/status/1371865196071956481?ref_src=twsrc%5Etfw">March 16, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="sync-your-build-configs-across-pcs"><strong>Sync your build configs across PCs</strong></h4>
<ul class="inline">
<li class="tag_box_v2">build</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Safely store your configuration and import it on any PC by using Cloud Settings. <a href="https://twitter.com/hashtag/clang?src=hash&ref_src=twsrc%5Etfw">#clang</a> <a href="https://twitter.com/hashtag/LLVM?src=hash&ref_src=twsrc%5Etfw">#LLVM</a> <a href="https://twitter.com/hashtag/cpp?src=hash&ref_src=twsrc%5Etfw">#cpp</a> <a href="https://t.co/MpPVPQLnIc">pic.twitter.com/MpPVPQLnIc</a></p>— Clang Power Tools (@ClangPowerTools) <a href="https://twitter.com/ClangPowerTools/status/1372116218296082436?ref_src=twsrc%5Etfw">March 17, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="testing-qt-apps"><strong>Testing Qt Apps</strong></h4>
<ul class="inline">
<li class="tag_box_v2">gui</li>
<li class="tag_box_v2"> Qt</li>
<li class="tag_box_v2"> testing</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Clare Macrae - Quickly and Effectively Testing Qt Desktop Applications - Meeting C++ online <a href="https://t.co/acy7OORY7X">https://t.co/acy7OORY7X</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1373290001224531972?ref_src=twsrc%5Etfw">March 20, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="are-you-done-with-qt"><strong>Are you done with Qt?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">gui</li>
<li class="tag_box_v2"> Qt</li>
<li class="tag_box_v2"> imgui</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I'm fucking done with Qt. I've had enough with their shitty build tools and environment. The whole product is a mess. And dont get me started on the licensing.<br /><br />I spent the afternoon sanitizing my codebase of that crap. <a href="https://t.co/KlYVNwr3r5">pic.twitter.com/KlYVNwr3r5</a></p>— Bobby Anguelov (@Bobby_Anguelov) <a href="https://twitter.com/Bobby_Anguelov/status/1373092586781573122?ref_src=twsrc%5Etfw">March 20, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="improving-loading-times"><strong>Improving loading times</strong></h4>
<ul class="inline">
<li class="tag_box_v2">performance</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Interesting story by t0st!<br /><br />How I cut GTA Online loading times by 70% <a href="https://t.co/msPXnt9QtS">https://t.co/msPXnt9QtS</a><a href="https://twitter.com/hashtag/programming?src=hash&ref_src=twsrc%5Etfw">#programming</a> <a href="https://twitter.com/hashtag/performance?src=hash&ref_src=twsrc%5Etfw">#performance</a> <a href="https://t.co/VuDLzbK2Jy">pic.twitter.com/VuDLzbK2Jy</a></p>— Bartlomiej Filipek (@fenbf) <a href="https://twitter.com/fenbf/status/1372595413887426563?ref_src=twsrc%5Etfw">March 18, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="intro-to-computational-creativity-book"><strong>Intro to computational creativity Book</strong></h4>
<ul class="inline">
<li class="tag_box_v2">computational creativity</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">This is my book <a href="https://t.co/qt7T9iTjAo">https://t.co/qt7T9iTjAo</a></p>— Ollie Bown (@olliebown) <a href="https://twitter.com/olliebown/status/1371951728417861633?ref_src=twsrc%5Etfw">March 16, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="nvidia-ai-features-in-dccs-tools"><strong>NVIDIA AI features in DCCs tools</strong></h4>
<ul class="inline">
<li class="tag_box_v2">DCC</li>
<li class="tag_box_v2"> AI</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">RTX-accelerated Adobe Camera Raw Super Resolution and <a href="https://twitter.com/Blackmagic_News?ref_src=twsrc%5Etfw">@Blackmagic_News</a> DaVinci Resolve 17 Magic Mask are just some of the updates supported in the March <a href="https://twitter.com/hashtag/NVIDIAStudio?src=hash&ref_src=twsrc%5Etfw">#NVIDIAStudio</a> Driver, available today. ✨<br /><br />📰 Find out what's new this month on NVIDIA Studio: <a href="https://t.co/bYzG9VH9E5">https://t.co/bYzG9VH9E5</a> <a href="https://t.co/gYGCAAXnxt">pic.twitter.com/gYGCAAXnxt</a></p>— NVIDIA Studio (@NVIDIACreators) <a href="https://twitter.com/NVIDIACreators/status/1372208443206086658?ref_src=twsrc%5Etfw">March 17, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="working-with-shaders-in-unity"><strong>Working with Shaders in Unity</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-90-19-03-2021/" target="_blank">Technically Art: Issue 90 (19.03.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">My detailed "Intro to Shader Graph" post is live!✨<br />Explains its features, not how to make specific shader effects. Graph setup, Data types, Understanding Previews, Properties, Keywords, Sub Graphs and more! 15K words! 😅💙<a href="https://twitter.com/hashtag/shadergraph?src=hash&ref_src=twsrc%5Etfw">#shadergraph</a> <a href="https://twitter.com/unity3d?ref_src=twsrc%5Etfw">@unity3d</a><br /><br />🔗 <a href="https://t.co/hVEXwJiyAc">https://t.co/hVEXwJiyAc</a> <a href="https://t.co/dHmez4CjsW">pic.twitter.com/dHmez4CjsW</a></p>— Cyan (@Cyanilux) <a href="https://twitter.com/Cyanilux/status/1368543629539749892?ref_src=twsrc%5Etfw">March 7, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="the-dynamic-bounding-box"><strong>The dynamic bounding box</strong></h4>
<ul class="inline">
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-90-19-03-2021/" target="_blank">Technically Art: Issue 90 (19.03.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">today's optimization snacc:<br /><br />dynamic bounding box cropping in the vertex shader to reduce fill rate while still using the same quad mesh to allow for GPU instancing~ ✨ <a href="https://t.co/bepj1McJni">pic.twitter.com/bepj1McJni</a></p>— Freya Holmér (@FreyaHolmer) <a href="https://twitter.com/FreyaHolmer/status/1372238280100560902?ref_src=twsrc%5Etfw">March 17, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<hr />
<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>The Toolsmiths are slowly migrating the conversations from Slack to <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord</a>
<iframe src="https://giphy.com/embed/xTiTnjZAjQipGn9JFS" width="480" height="143" frameborder="0" class="giphy-embed" allowfullscreen=""></iframe>
<p><a href="https://giphy.com/gifs/primerstories-windows-microsoft-gif-cover-xTiTnjZAjQipGn9JFS">via GIPHY</a></p>
</li>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>Join us this summer for:
<ul>
<li><a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!</li>
<li>GDC Tools Roundtables</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li>We are continuing our 3rd season of the <a href="https://thetoolsmiths.org/vault_club" target="_blank">Vault Club</a> in our <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord Server</a>.
<ul>
<li>We are discussing programming languages and how they apply to Game Tools development.
<ul>
<li>Just finished discussing:
<ul>
<li><a href="https://www.youtube.com/watch?v=lpOg2nl3kr0" target="_blank">Rust</a></li>
<li><a href="https://vimeo.com/485177664" target="_blank">Dion</a></li>
<li><a href="https://www.youtube.com/watch?v=rCqFdYUnC24" target="_blank">Odin</a></li>
<li><a href="https://www.youtube.com/watch?v=uZgbKrDEzAs" target="_blank">Jai</a></li>
<li><a href="https://www.youtube.com/watch?v=Gv2I7qTux7g" target="_blank">Zig</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="did-you-know">Did You Know??</h2>
<ul>
<li>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">A procedural level generation system using Wave Function Collapse (right) and Graphs (left).<br /><br />Inspired by the WFC implementations of <a href="https://twitter.com/OskSta?ref_src=twsrc%5Etfw">@OskSta</a> and <a href="https://twitter.com/ExUtumno?ref_src=twsrc%5Etfw">@ExUtumno</a>. Thanks😁 <a href="https://t.co/8bm0kATigU">pic.twitter.com/8bm0kATigU</a></p>— Euri Herasme (@EuriGilberto) <a href="https://twitter.com/EuriGilberto/status/1306484229925109760?ref_src=twsrc%5Etfw">September 17, 2020</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
</li>
</ul>
<p><br /></p>
<ul>
<li>You can play around with USD <a href="https://usd-playground.netlify.app" target="_blank">online</a>
<img src="https://thetoolsmiths.org/assets/imgs/weekly/USD_Playground.png" alt="USD Playground" /></li>
</ul>
<p><br /></p>
<ul>
<li>How games were made in the past?</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">holiday project: port <a href="https://twitter.com/EricChahi?ref_src=twsrc%5Etfw">@EricChahi</a> Another World engine to <a href="https://twitter.com/hashtag/pico8?src=hash&ref_src=twsrc%5Etfw">#pico8</a> (must have spent hours looking at intro back then!)<br />Converted from <a href="https://twitter.com/fabynou?ref_src=twsrc%5Etfw">@fabynou</a> C code (<a href="https://t.co/yWW52iZasC">https://t.co/yWW52iZasC</a>) to LUA + custom Python compiler for assets<br />(40 carts so far *without* music nor sound 😮🤣)<br />(text is wip) <a href="https://t.co/jGDu2nmbU9">pic.twitter.com/jGDu2nmbU9</a></p>— Frederic Souchu (@FSouchu) <a href="https://twitter.com/FSouchu/status/1343200216229543937?ref_src=twsrc%5Etfw">December 27, 2020</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br />
<br /></p>
<hr />
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="rider-20211-early-access-program"><strong>Rider 2021.1 Early Access Program</strong></h4>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Rider 2021.1 EAP8 is here! The major release is upon us, but there’s still time for yet another EAP: <a href="https://t.co/NwA9H7vAHJ">https://t.co/NwA9H7vAHJ</a> <a href="https://t.co/IgnDutDWey">pic.twitter.com/IgnDutDWey</a></p>— JetBrains Rider (@JetBrainsRider) <a href="https://twitter.com/JetBrainsRider/status/1372520109726605316?ref_src=twsrc%5Etfw">March 18, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="promethean-ai-new-release"><strong>Promethean AI New Release</strong></h4>
<ul class="inline">
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">New build is up! Release notes here:<a href="https://t.co/JP1ngRFPOe">https://t.co/JP1ngRFPOe</a><br />Amidst all this hard work we almost missed an important milestone. Earlier this week have confidently crossed our first 1000 users! It's hard to put into words how much we appreciate all of you♥ Now on to a million! ;) <a href="https://t.co/UMaP2GlIlm">pic.twitter.com/UMaP2GlIlm</a></p>— Promethean AI (@PrometheanAI) <a href="https://twitter.com/PrometheanAI/status/1373037206416158721?ref_src=twsrc%5Etfw">March 19, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<h2 id="random">#random</h2>
<h4 id="find-by-signature"><strong>Find by signature?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C++</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Discoverable algorithms in C++ <a href="https://t.co/7t1LMxDaIK">https://t.co/7t1LMxDaIK</a></p>— C++ LibHunt (@CppLibHunt) <a href="https://twitter.com/CppLibHunt/status/1372202833953447939?ref_src=twsrc%5Etfw">March 17, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="emulating-game-platforms-in-net"><strong>Emulating game platforms in .NET</strong></h4>
<ul class="inline">
<li class="tag_box_v2">.NET</li>
</ul>
<blockquote class="twitter-tweet"><p dir="ltr" lang="en">Episode 73 of the <a href="https://twitter.com/hashtag/dotnetcore?src=hash&ref_src=twsrc%5Etfw">#dotnetcore</a> <a href="https://twitter.com/hashtag/podcast?src=hash&ref_src=twsrc%5Etfw">#podcast</a> should be appearing in your podcatchers right now. In this episode, we talk with one of the developers behind <a href="https://twitter.com/RyujinxEmu?ref_src=twsrc%5Etfw">@RyujinxEmu</a> - a Nintendo Switch emulator written in <a href="https://twitter.com/hashtag/dotnetfive?src=hash&ref_src=twsrc%5Etfw">#dotnetfive</a> and <a href="https://twitter.com/hashtag/csharp?src=hash&ref_src=twsrc%5Etfw">#csharp</a><br />cc <a href="https://twitter.com/shanselman?ref_src=twsrc%5Etfw">@shanselman</a> <a href="https://t.co/cHNorjC3oj">https://t.co/cHNorjC3oj</a></p>— dotnetcore.show (@dotNetCoreShow) <a href="https://twitter.com/dotNetCoreShow/status/1372838447686242310?ref_src=twsrc%5Etfw">March 19, 2021</a></blockquote>
<script async="" charset="utf-8" src="https://platform.twitter.com/widgets.js"></script>
<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><br />
<br /></p>
GameDev Tools weekly - Issue 5 — March 14th, 20212021-03-14T11:00:00+00:00http://TheToolsmiths.github.io/2021/03/14/gamedev-tools-weekly-5<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h4 id="ai-gaming-research-summit-videos"><strong>AI Gaming Research Summit Videos</strong></h4>
<ul class="inline">
<li class="tag_box_v2">AI</li>
<li class="tag_box_v2"> Computational Creativity</li>
</ul>
<p>If you are interested in AI + Tools we recommend you watch “Computational Creativity (Day 1 Track 2.1)” and “Computational Creativity (Day 1 Track 2.2)”.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Recordings from the <a href="https://twitter.com/hashtag/AIGamingResearch?src=hash&ref_src=twsrc%5Etfw">#AIGamingResearch</a> Summit are now live!<br /><br />Catch the plenary talk and opening remarks from <a href="https://twitter.com/XboxP3?ref_src=twsrc%5Etfw">@XboxP3</a> and <a href="https://twitter.com/katjahofmann?ref_src=twsrc%5Etfw">@katjahofmann</a>: <a href="https://t.co/utfymShf3B">https://t.co/utfymShf3B</a><a href="https://twitter.com/o_saja?ref_src=twsrc%5Etfw">@o_saja</a> & <a href="https://twitter.com/nancybaym?ref_src=twsrc%5Etfw">@nancybaym</a> discuss responsible gaming: <a href="https://t.co/Q9nAMXzy5X">https://t.co/Q9nAMXzy5X</a><br /><br />Watch all the videos: <a href="https://t.co/J0jGrOpVve">https://t.co/J0jGrOpVve</a></p>— Microsoft Research (@MSFTResearch) <a href="https://twitter.com/MSFTResearch/status/1369073782497873923?ref_src=twsrc%5Etfw">March 8, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="to-blueprint-or-not-to-blueprint"><strong>To Blueprint, or not to Blueprint</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unreal Engine</li>
</ul>
<p>Check out this amazing video from Alex Forsythe. Some people say it is like watching Bob Ross but for UE.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I've made a video explaining why <a href="https://twitter.com/UnrealEngine?ref_src=twsrc%5Etfw">@UnrealEngine</a> offers both Blueprints and C++, and how they typically fit together in a game project. I often hear the tradeoffs oversimplified to "Blueprints are easier to use, but C++ is faster." I wanted to do better. <a href="https://t.co/IT57TF9B6f">https://t.co/IT57TF9B6f</a></p>— Alex Forsythe (@alexforsythe) <a href="https://twitter.com/alexforsythe/status/1370408824323067905?ref_src=twsrc%5Etfw">March 12, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="artificial-intelligence-and-interactive-digital-entertainment-2020-videos"><strong>Artificial Intelligence and Interactive Digital Entertainment 2020 Videos</strong></h4>
<ul class="inline">
<li class="tag_box_v2">AI</li>
<li class="tag_box_v2"> Procedural Content Generation </li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">The AIIDE'20 presentations are now online.<a href="https://t.co/nV5zyidjZr">https://t.co/nV5zyidjZr</a><br /><br />You should definitely take a look at the AIIDE'20 presentations if you are interested in artificial intelligence and digital entertainment. <a href="https://twitter.com/AIIDEconference?ref_src=twsrc%5Etfw">@AIIDEconference</a> <a href="https://twitter.com/Yawgmoth46?ref_src=twsrc%5Etfw">@Yawgmoth46</a></p>— Levi Lelis (@levilelis) <a href="https://twitter.com/levilelis/status/1367613417385730049?ref_src=twsrc%5Etfw">March 4, 2021</a></blockquote>
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<h4 id="interview-questions"><strong>Interview questions</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Work</li>
</ul>
<p>What questions do you ask when interviewing for a Tools Engineer position?</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">From all coding tests I've seen I think SuckerPunch had the best one (in one problem they cover what most of other tests would do in multiple questions/problems): <a href="https://t.co/DhSWcsw8Hf">https://t.co/DhSWcsw8Hf</a></p>— Бранимир Караџић (@bkaradzic) <a href="https://twitter.com/bkaradzic/status/1369731417941274624?ref_src=twsrc%5Etfw">March 10, 2021</a></blockquote>
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<p><br /></p>
<h4 id="ux-of-working-with-ai"><strong>UX of working with AI</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> AI</li>
<li class="tag_box_v2"> Computational Creativity</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">We are hosting another workshop on User Experience with <a href="https://twitter.com/hashtag/AI?src=hash&ref_src=twsrc%5Etfw">#AI</a> in Games at <a href="https://twitter.com/FDGconf?ref_src=twsrc%5Etfw">@FDGconf</a>. <br /><br />Please share:<br />Call for papers is here: <a href="https://t.co/SjlB2ZcWbu">https://t.co/SjlB2ZcWbu</a><br />Deadline: April 16th.<br /><br />Organizers: <a href="https://twitter.com/henr_war?ref_src=twsrc%5Etfw">@henr_war</a> <a href="https://twitter.com/magiseif?ref_src=twsrc%5Etfw">@magiseif</a> <a href="https://twitter.com/jichenz?ref_src=twsrc%5Etfw">@jichenz</a> <a href="https://twitter.com/harkover?ref_src=twsrc%5Etfw">@harkover</a> <a href="https://twitter.com/MirjamPE?ref_src=twsrc%5Etfw">@MirjamPE</a> <a href="https://t.co/2sYamNbAgW">pic.twitter.com/2sYamNbAgW</a></p>— Christoph Salge (@ChristophSalge) <a href="https://twitter.com/ChristophSalge/status/1370765487437721600?ref_src=twsrc%5Etfw">March 13, 2021</a></blockquote>
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<p><br /></p>
<h4 id="free-book-on-3d-math"><strong>Free Book on 3D Math!!!</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Learning</li>
</ul>
<p>Such a great resource is now available for free!</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Fletcher's book was one of the first great and really accessible introductions to 3D math, and remains so today.<br /><br />If you are starting out, or feel your 3D math needs brushing up, this is a great starting point. <a href="https://t.co/asAAFIdHf3">https://t.co/asAAFIdHf3</a></p>— Christer Ericson (@ChristerEricson) <a href="https://twitter.com/ChristerEricson/status/1370847726695456768?ref_src=twsrc%5Etfw">March 13, 2021</a></blockquote>
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<h4 id="debugging-with-hot-reload"><strong>Debugging with hot-reload</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C</li>
<li class="tag_box_v2"> C++</li>
<li class="tag_box_v2"> Workflow</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I detach the debugger to rebuild and reattach it afterwards, so it lets go of the PDB file. Works in most cases, but not if you want to debug the reload mechanism itself.<br /><br />To do that I put `while (!IsDebuggerPresent());` right after the plugin is reloaded.</p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1370068431744110592?ref_src=twsrc%5Etfw">March 11, 2021</a></blockquote>
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<h4 id="porting-to-linux"><strong>Porting to Linux</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Our Machinery</li>
<li class="tag_box_v2"> Engine</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Our newest addition to the team, Raphael, blogs about, “Porting <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a> to <a href="https://twitter.com/hashtag/Linux?src=hash&ref_src=twsrc%5Etfw">#Linux</a> “ <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/FcMp5ZYG81">https://t.co/FcMp5ZYG81</a></p>— Our Machinery (@ourmachinery) <a href="https://twitter.com/ourmachinery/status/1369068900508340229?ref_src=twsrc%5Etfw">March 8, 2021</a></blockquote>
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<h4 id="how-do-you-support-scripting"><strong>How do you support scripting?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Our Machinery</li>
<li class="tag_box_v2"> Engine</li>
<li class="tag_box_v2"> Scripting</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">One of the reasons we’re using C APIs is to make it possible to bind ANY scripting language using FFI.<br /><br />We’re thinking of whether we should also have one “blessed” scripting language. It would have some advantages — out of the box support and a more cohesive scripting community.</p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1368766787257442305?ref_src=twsrc%5Etfw">March 8, 2021</a></blockquote>
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<p><br /></p>
<h4 id="c-learning-resources"><strong>C++ learning resources</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C++</li>
<li class="tag_box_v2"> Learning</li>
</ul>
<p>A great list of C++ resources in the thread.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">What is your favorite C++ resource / reference / blog / YouTube channel, etc?</p>— Jason Turner (@lefticus) <a href="https://twitter.com/lefticus/status/1370522892027396099?ref_src=twsrc%5Etfw">March 12, 2021</a></blockquote>
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<p><br /></p>
<h4 id="improving-ux-with-hardware"><strong>Improving UX with hardware</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Random</li>
</ul>
<p>Do you have modes in your tools?
Do they need a hardware switch? :)</p>
<p>This reminded us of William Chyr’s <a href="https://williamchyr.com/midi-controller-for-tweaking-variables/" target="_blank">“MIDI CONTROLLER FOR TWEAKING VARIABLES”</a> article mentioned in <a href="https://www.gdcvault.com/play/1025699" target="_blank">GDC 2019 Tech Toolbox mico talk of Em Lazer-Walker</a> (skip to min 24).</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Vim Clutch – A hardware pedal for improved text editing (2012) <a href="https://t.co/JKhiRcKsHF">https://t.co/JKhiRcKsHF</a></p>— Hacker News (@newsycombinator) <a href="https://twitter.com/newsycombinator/status/1370178508098527232?ref_src=twsrc%5Etfw">March 12, 2021</a></blockquote>
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<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>The Toolsmiths are slowly migrating the conversations from Slack to <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord</a>
<iframe src="https://giphy.com/embed/xTiTnjZAjQipGn9JFS" width="480" height="143" frameborder="0" class="giphy-embed" allowfullscreen=""></iframe>
<p><a href="https://giphy.com/gifs/primerstories-windows-microsoft-gif-cover-xTiTnjZAjQipGn9JFS">via GIPHY</a></p>
</li>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>We are waiting for your submissions for the <a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!
Send your talk proposals to <a href="https://twitter.com/gorlak" target="_blank">Geoff Evans</a> and <a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a></li>
</ul>
</li>
<li>GDC Tools Roundtables:
<ul>
<li>Join us this summer at the virtual Tools Roundtables!</li>
</ul>
</li>
</ul>
</li>
<li>We are continuing our 3rd season of the <a href="https://thetoolsmiths.org/vault_club" target="_blank">Vault Club</a> in our <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord Server</a>.
<ul>
<li>We are discussing programming languages and how they apply to Game Tools development.
<ul>
<li>Just finished discussing:
<ul>
<li><a href="https://www.youtube.com/watch?v=lpOg2nl3kr0" target="_blank">Rust</a></li>
<li><a href="https://vimeo.com/485177664" target="_blank">Dion</a></li>
<li><a href="https://www.youtube.com/watch?v=rCqFdYUnC24" target="_blank">Odin</a></li>
</ul>
</li>
<li>We still plan to discuss:
<ul>
<li><a href="https://www.youtube.com/watch?v=uZgbKrDEzAs" target="_blank">Jai</a></li>
<li><a href="https://www.gdcvault.com/play/1023843/D-Using-an-Emerging-Language" target="_blank">D</a></li>
<li><a href="Native https://www.youtube.com/watch?v=3Lqiupxo4CE&ab_channel=JetBrainsTV" target="_blank">Kotlin</a></li>
<li><a href="https://www.youtube.com/watch?v=Gv2I7qTux7g" target="_blank">Zig</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
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<hr />
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
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<p><br /></p>
<h4 id="promethean-ai-has-some-updates"><strong>Promethean AI has some updates</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Hey Friends! We just pushed another build and in an effort to serve our community better we put up a cool public trello board with an animated list of all the build updates!<a href="https://t.co/JP1ngRFPOe">https://t.co/JP1ngRFPOe</a><br />Give us your input on Discord! We'd love to hear it ♥<a href="https://t.co/xhabg1dDnc">https://t.co/xhabg1dDnc</a></p>— Promethean AI (@PrometheanAI) <a href="https://twitter.com/PrometheanAI/status/1370517731573854209?ref_src=twsrc%5Etfw">March 12, 2021</a></blockquote>
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<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Only 1 work day since our keynote and we've already pushed a number of fixes and new features that you have requested! Like stickers for example. Thank you so much for being such so active! <br />If you haven't yet - join our discord not to miss all the fun! <a href="https://t.co/xhabg0W2vE">https://t.co/xhabg0W2vE</a> <a href="https://t.co/fYRRL3aWMr">pic.twitter.com/fYRRL3aWMr</a></p>— Promethean AI (@PrometheanAI) <a href="https://twitter.com/PrometheanAI/status/1369393173307482115?ref_src=twsrc%5Etfw">March 9, 2021</a></blockquote>
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<h4 id="shadered-update"><strong>SHADERed update</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">SHADERed v1.5 is out!<br />- detect undefined behavior in your shaders<br />- variable value viewer<br />- global breakpoints<br />- instruction heatmap<br />- profiler<br />and more...<br /><br />Download: <a href="https://t.co/lIcJzzucu9">https://t.co/lIcJzzucu9</a><br />Blog: <a href="https://t.co/nKHUUILcIT">https://t.co/nKHUUILcIT</a><br />Video: <a href="https://t.co/ameihqpASA">https://t.co/ameihqpASA</a><a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/indiedev?src=hash&ref_src=twsrc%5Etfw">#indiedev</a> <a href="https://twitter.com/hashtag/shaders?src=hash&ref_src=twsrc%5Etfw">#shaders</a> <a href="https://t.co/dBtfZRYUi9">pic.twitter.com/dBtfZRYUi9</a></p>— dfranx (@dfranx_) <a href="https://twitter.com/dfranx_/status/1370009649206996992?ref_src=twsrc%5Etfw">March 11, 2021</a></blockquote>
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<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><br />
<br /></p>
GameDev Tools weekly - Issue 4 — March 7th, 20212021-03-07T11:00:00+00:00http://TheToolsmiths.github.io/2021/02/28/gamedev-tools-weekly-4<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h4 id="we-are-looking-for-gdc-tools-summit-talks">We are looking for GDC Tools Summit talks</h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
</ul>
<p>If you have been working on a GameDev Tools technology why not share your work with GameDev Tools community at the GDC Tools Summit?</p>
<p>We are looking for great talks about Tools Tech and Tools Design/UX</p>
<p>Send your talk ideas to <a href="https://twitter.com/gorlak" target="_blank">Geoff Evans</a>
And
<a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a></p>
<hr />
<h4 id="eskil-steenbergs-home-grown-3d-modeler"><strong>Eskil Steenberg’s home grown 3D modeler</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Tools</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> 3D Modeling</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I finally released an updated version of my DSD modeler Loq Airou. The rendering and visuals have been redesigned. and there are a bunch of new features. I want to add more but I'm considering a rewrite to be based around HxA first. <a href="https://t.co/7U4oyhyF0b">https://t.co/7U4oyhyF0b</a> <a href="https://t.co/tC3qbuGC2z">pic.twitter.com/tC3qbuGC2z</a></p>— Quel Solaar (@quelsolaar) <a href="https://twitter.com/quelsolaar/status/1367372235065991168?ref_src=twsrc%5Etfw">March 4, 2021</a></blockquote>
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<h4 id="promethean-ai-keynote"><strong>Promethean AI Keynote</strong></h4>
<ul class="inline">
<li class="tag_box_v2">AI assist</li>
<li class="tag_box_v2"> ML</li>
</ul>
<p>An awesome update from the Promethean AI team. Make sure to check out how they are innovating the content production space.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Hey Friends! Despite the challenges of 2020 we've been very busy. And we want to share everything with you.<br /><br />Join us Friday March 5th, 2021 for the first ever Promethean AI Keynote! 12PM PST / 3PM EST / 20:00 GMT<br /><br />Right here:<a href="https://t.co/nrlaVEBZlB">https://t.co/nrlaVEBZlB</a><br />Don't miss and see you soon! <a href="https://t.co/c4Bg7ig2AX">pic.twitter.com/c4Bg7ig2AX</a></p>— Promethean AI (@PrometheanAI) <a href="https://twitter.com/PrometheanAI/status/1366525656578752514?ref_src=twsrc%5Etfw">March 1, 2021</a></blockquote>
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<h4 id="walk-through-the-history-of-game-development-tools-at-gdc-showcase"><strong>Walk Through The History Of Game Development Tools At GDC Showcase</strong></h4>
<ul class="inline">
<li class="tag_box_v2">GDC</li>
</ul>
<p>Don’t miss out on this excellent opportunity to learn from the past!</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Walk through the history of game development tools at GDC Showcase with <a href="https://twitter.com/davidlightbown?ref_src=twsrc%5Etfw">@davidlightbown</a><a href="https://t.co/KUzSppoQac">https://t.co/KUzSppoQac</a></p>— Official_GDC (@Official_GDC) <a href="https://twitter.com/Official_GDC/status/1367878312199032832?ref_src=twsrc%5Etfw">March 5, 2021</a></blockquote>
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<p><br /></p>
<h4 id="new-episode-of-the-our-machinery-podcast"><strong>New Episode of the Our Machinery Podcast</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Our Machinery</li>
<li class="tag_box_v2"> Engine</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Need to know the current <a href="https://twitter.com/hashtag/TheMachinery?src=hash&ref_src=twsrc%5Etfw">#TheMachinery</a> roadmap? We discuss it in this week's <a href="https://twitter.com/hashtag/podcast?src=hash&ref_src=twsrc%5Etfw">#podcast</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/HuypVBjpSd">https://t.co/HuypVBjpSd</a></p>— Our Machinery (@ourmachinery) <a href="https://twitter.com/ourmachinery/status/1367966968905535490?ref_src=twsrc%5Etfw">March 5, 2021</a></blockquote>
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<p><br /></p>
<h4 id="return-more-than-an-integer-error-code"><strong>Return more than an integer error code</strong></h4>
<ul class="inline">
<li class="tag_box_v2">API</li>
<li class="tag_box_v2"> C++</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I think returning a struct { char[128] } is an interesting option that is often overlooked. You avoid heap allocation, the error is return in-band (as opposed to in a log). And returning 128 bytes of stack data is not a big deal for high level API functions.</p>— Niklas Gray (@niklasfrykholm) <a href="https://twitter.com/niklasfrykholm/status/1366854146746241024?ref_src=twsrc%5Etfw">March 2, 2021</a></blockquote>
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<p><br /></p>
<h4 id="cc-tooling-and-data-layout"><strong>C/C++ tooling and data layout</strong></h4>
<ul class="inline">
<li class="tag_box_v2">performance</li>
<li class="tag_box_v2"> C++</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Nice butler analogy in how C/C++ tooling basically does nothing at all to optimize data layout. <a href="https://t.co/ypBmJtm0i2">https://t.co/ypBmJtm0i2</a> <a href="https://t.co/CHeAGNmuSd">pic.twitter.com/CHeAGNmuSd</a></p>— Aras Pranckevičius (@aras_p) <a href="https://twitter.com/aras_p/status/1366001664583491584?ref_src=twsrc%5Etfw">February 28, 2021</a></blockquote>
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<p><br /></p>
<h4 id="data-alignment-is-not-really-an-issue"><strong>Data alignment is not really an issue?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">performance</li>
<li class="tag_box_v2"> C++</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">In a highly cached environment, data alignment is not really an issue. <a href="https://t.co/vtZjz6gKT4">https://t.co/vtZjz6gKT4</a></p>— victor yodaiken (@vyodaiken) <a href="https://twitter.com/vyodaiken/status/1367143376651497474?ref_src=twsrc%5Etfw">March 3, 2021</a></blockquote>
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<p><br /></p>
<h4 id="the-last-of-us-part-ii-siggraph-2020-presentations"><strong>The Last of Us Part II Siggraph 2020 presentations</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Tech Art</li>
</ul>
<p>Check out the Tech Art presentation for a glimpse into the Naughty Dog pipeline.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">All "The Last of Us Part II" Siggraph 2020 presentations are now available at Naughty Dog's website, all of them are great and packed with useful information. <a href="https://t.co/ARnTGvBawA">https://t.co/ARnTGvBawA</a> <a href="https://twitter.com/hashtag/graphicslinkoftheday?src=hash&ref_src=twsrc%5Etfw">#graphicslinkoftheday</a></p>— Kostas Anagnostou (@KostasAAA) <a href="https://twitter.com/KostasAAA/status/1367189941147607050?ref_src=twsrc%5Etfw">March 3, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="tooltip-ux"><strong>Tooltip UX</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> doc</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I've been rewriting the tooltips in my UI toolkit Seduce and it will go in to all future releases of my software. It dynamically tries to fit the screen and shows two levels information so that you can get proper help if needed. <a href="https://t.co/hzTIVrRTXy">pic.twitter.com/hzTIVrRTXy</a></p>— Quel Solaar (@quelsolaar) <a href="https://twitter.com/quelsolaar/status/1367210689572589578?ref_src=twsrc%5Etfw">March 3, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="multimodal-neurons-in-artificial-neural-networks"><strong>Multimodal Neurons in Artificial Neural Networks</strong></h4>
<ul class="inline">
<li class="tag_box_v2">computer vision</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">We've found that our latest vision model, CLIP, contains neurons that connect images, drawings and text about related concepts. <a href="https://t.co/zV6N4yvYcG">https://t.co/zV6N4yvYcG</a></p>— OpenAI (@OpenAI) <a href="https://twitter.com/OpenAI/status/1367571321517793281?ref_src=twsrc%5Etfw">March 4, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="thoughts-on-the-c-standard"><strong>Thoughts on the C standard</strong></h4>
<ul class="inline">
<li class="tag_box_v2">C lang</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Good paper on C and the broken C standard <a href="https://t.co/iguOjHEQn3">https://t.co/iguOjHEQn3</a></p>— victor yodaiken (@vyodaiken) <a href="https://twitter.com/vyodaiken/status/1365864943464153090?ref_src=twsrc%5Etfw">February 28, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<h4 id="opentracing---logging-api-for-distributed-systems"><strong>OpenTracing - logging API for distributed systems</strong></h4>
<ul class="inline">
<li class="tag_box_v2">framework</li>
<li class="tag_box_v2"> logging</li>
</ul>
<p>Mentioned by Tiago @ Toolsmihts Discord server</p>
<blockquote>
<p>Distributed tracing, also called distributed request tracing, is a method used to profile and monitor applications, especially those built using a microservices architecture. Distributed tracing helps pinpoint where failures occur and what causes poor performance.</p>
</blockquote>
<p>https://opentracing.io/</p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="spreadsheet-editor-for-blender---introspection-for-blender-files"><strong>Spreadsheet editor for Blender - introspection for Blender files</strong></h4>
<ul class="inline">
<li class="tag_box_v2">tools</li>
<li class="tag_box_v2"> Blender</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Spreadsheet editor for Blender, initial design. We are working on this for the <a href="https://twitter.com/hashtag/geometrynodes?src=hash&ref_src=twsrc%5Etfw">#geometrynodes</a> project, but this is also useful for the rest of Blender.<br /><br />The design still needs approval, but an initial prototype is on <a href="https://t.co/hC4R8LBowG">https://t.co/hC4R8LBowG</a> <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a> <a href="https://twitter.com/hashtag/devfund?src=hash&ref_src=twsrc%5Etfw">#devfund</a> <a href="https://t.co/3cQ9zxHiB1">pic.twitter.com/3cQ9zxHiB1</a></p>— Dalai Felinto (@dfelinto) <a href="https://twitter.com/dfelinto/status/1367500306045689870?ref_src=twsrc%5Etfw">March 4, 2021</a></blockquote>
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<p><br /></p>
<h4 id="groom-editor-for-unity"><strong>Groom editor for Unity</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
<li class="tag_box_v2"> Editor</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-89-05-03-2021/" target="_blank">Technically Art: Issue 89 (05.03.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Sneak peek of the groom editor in <a href="https://twitter.com/unity3d?ref_src=twsrc%5Etfw">@unity3d</a> <a href="https://twitter.com/hashtag/screenshotsaturday?src=hash&ref_src=twsrc%5Etfw">#screenshotsaturday</a> <a href="https://twitter.com/hashtag/madewithunity?src=hash&ref_src=twsrc%5Etfw">#madewithunity</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> Coming to the Asset Store later this year. <a href="https://t.co/oDqlBjUz5R">pic.twitter.com/oDqlBjUz5R</a></p>— Daniel Zeller (@zellah) <a href="https://twitter.com/zellah/status/1365623413361041411?ref_src=twsrc%5Etfw">February 27, 2021</a></blockquote>
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<h4 id="custom-roads-in-houdini"><strong>Custom roads in Houdini</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Houdini</li>
<li class="tag_box_v2"> Tech Art</li>
<li class="tag_box_v2"> Procedural Workflow</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-89-05-03-2021/" target="_blank">Technically Art: Issue 89 (05.03.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">The <a href="https://twitter.com/hashtag/houdini?src=hash&ref_src=twsrc%5Etfw">#houdini</a> starter kit got an update. <br />Here is how quickly you can make a custom road layout for your city. Dragging in the tool -> blockout with basic shapes -> instant roads<a href="https://t.co/by23NkT4F7">https://t.co/by23NkT4F7</a><br />(works for both <a href="https://twitter.com/hashtag/Unity?src=hash&ref_src=twsrc%5Etfw">#Unity</a> and <a href="https://twitter.com/hashtag/UE4?src=hash&ref_src=twsrc%5Etfw">#UE4</a>) <a href="https://t.co/E3pW5bSwTV">pic.twitter.com/E3pW5bSwTV</a></p>— Simon (@Simon_Houdini) <a href="https://twitter.com/Simon_Houdini/status/1366785192904507393?ref_src=twsrc%5Etfw">March 2, 2021</a></blockquote>
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<p><br /></p>
<h4 id="trimming-texturing-in-houdini"><strong>Trimming texturing in Houdini</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Houdini</li>
<li class="tag_box_v2"> Tech Art</li>
<li class="tag_box_v2"> Procedural Workflow</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-89-05-03-2021/" target="_blank">Technically Art: Issue 89 (05.03.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">This tool is mind-blowing, Auto Trim texturing in game engine. You can model in game and <a href="https://twitter.com/hashtag/houdini?src=hash&ref_src=twsrc%5Etfw">#houdini</a> does the trim texture placement and uv for you in seconds.<br /><br />This is part of the Houdini engine started kit.<a href="https://twitter.com/sidefxlabs?ref_src=twsrc%5Etfw">@sidefxlabs</a> <a href="https://twitter.com/hashtag/procedural?src=hash&ref_src=twsrc%5Etfw">#procedural</a> <a href="https://twitter.com/hashtag/gameart?src=hash&ref_src=twsrc%5Etfw">#gameart</a> <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/techart?src=hash&ref_src=twsrc%5Etfw">#techart</a> <a href="https://t.co/UOXJhMLePh">pic.twitter.com/UOXJhMLePh</a></p>— Simon (@Simon_Houdini) <a href="https://twitter.com/Simon_Houdini/status/1367492929720365062?ref_src=twsrc%5Etfw">March 4, 2021</a></blockquote>
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<p><br /></p>
<h4 id="color-grading-ue---ps---ue"><strong>Color Grading UE -> PS -> UE</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unreal Engine</li>
<li class="tag_box_v2"> Workflow</li>
<li class="tag_box_v2"> UX</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-89-05-03-2021/" target="_blank">Technically Art: Issue 89 (05.03.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">You can take a screenshot from <a href="https://twitter.com/UnrealEngine?ref_src=twsrc%5Etfw">@UnrealEngine</a>, bring it into Photoshop/GIMP then bring those visual changes *back* into your project with only a few clicks using LUTs! For more info and the default LUT texture check out the docs here: <a href="https://t.co/CY5zMHpLis">https://t.co/CY5zMHpLis</a> <a href="https://twitter.com/hashtag/UETips?src=hash&ref_src=twsrc%5Etfw">#UETips</a> <a href="https://t.co/WJ0XFxY3eY">pic.twitter.com/WJ0XFxY3eY</a></p>— Chris Murphy (@HighlySpammable) <a href="https://twitter.com/HighlySpammable/status/1367322728680751117?ref_src=twsrc%5Etfw">March 4, 2021</a></blockquote>
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<h4 id="workflow-of-creating-a-level-for-haven"><strong>Workflow of creating a level for “Haven”</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity Engine</li>
<li class="tag_box_v2"> Workflow</li>
<li class="tag_box_v2"> UX</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-89-05-03-2021/" target="_blank">Technically Art: Issue 89 (05.03.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Here is a little behind the scene for the creation of a fragment in Haven, all in engine!<br /><br />Watch it on YouTube: <a href="https://t.co/bqyfLk1Whr">https://t.co/bqyfLk1Whr</a><a href="https://twitter.com/hashtag/madewithunity?src=hash&ref_src=twsrc%5Etfw">#madewithunity</a> <a href="https://t.co/AnVEorozR9">pic.twitter.com/AnVEorozR9</a></p>— The Game Bakers (@TheGameBakers) <a href="https://twitter.com/TheGameBakers/status/1354453527649787905?ref_src=twsrc%5Etfw">January 27, 2021</a></blockquote>
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<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>The Toolsmiths are slowly migrating the conversations from Slack to <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord</a>
<iframe src="https://giphy.com/embed/xTiTnjZAjQipGn9JFS" width="480" height="143" frameborder="0" class="giphy-embed" allowfullscreen=""></iframe>
<p><a href="https://giphy.com/gifs/primerstories-windows-microsoft-gif-cover-xTiTnjZAjQipGn9JFS">via GIPHY</a></p>
</li>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>We are waiting for your submissions for the <a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!
Send your talk proposals to <a href="https://twitter.com/gorlak" target="_blank">Geoff Evans</a> and <a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a></li>
</ul>
</li>
<li>GDC Tools Roundtables:
<ul>
<li>Join us this summer at the virtual Tools Roundtables!</li>
</ul>
</li>
</ul>
</li>
<li>We are continuing our 3rd season of the <a href="https://thetoolsmiths.org/vault_club" target="_blank">Vault Club</a> in our <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord Server</a>.
<ul>
<li>We are discussing programming languages and how they apply to Game Tools development.
<ul>
<li>Just finished discussing:
<ul>
<li><a href="https://www.youtube.com/watch?v=lpOg2nl3kr0" target="_blank">Rust</a></li>
<li><a href="https://vimeo.com/485177664" target="_blank">Dion</a></li>
<li><a href="https://www.youtube.com/watch?v=rCqFdYUnC24" target="_blank">Odin</a></li>
</ul>
</li>
<li>We still plan to discuss:
<ul>
<li><a href="https://www.youtube.com/watch?v=uZgbKrDEzAs" target="_blank">Jai</a></li>
<li><a href="https://www.gdcvault.com/play/1023843/D-Using-an-Emerging-Language" target="_blank">D</a></li>
<li><a href="Native https://www.youtube.com/watch?v=3Lqiupxo4CE&ab_channel=JetBrainsTV" target="_blank">Kotlin</a></li>
<li><a href="https://www.youtube.com/watch?v=Gv2I7qTux7g" target="_blank">Zig</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="did-you-know">Did You Know??</h2>
<ul>
<li>
<p>Promethean AI has a <a href="https://discord.com/invite/PykYjuy" target="_blank">discord server</a>
<img src="https://thetoolsmiths.org/assets/imgs/weekly/Promethean-AI-discord.png" /></p>
</li>
<li>
<p>You can visualize the struct layouts in VisualStudio</p>
</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I've always missed a quick way to see my C++ struct layouts when coding in order to have good cache behavior and small footprints. So, I built my own layout viewer for <a href="https://twitter.com/VisualStudio?ref_src=twsrc%5Etfw">@VisualStudio</a>!<br /><br />Twitter folks, what do you think about it?<a href="https://t.co/Drw8zwm6g7">https://t.co/Drw8zwm6g7</a><a href="https://twitter.com/visualc?ref_src=twsrc%5Etfw">@visualc</a> <a href="https://twitter.com/hashtag/cpp?src=hash&ref_src=twsrc%5Etfw">#cpp</a> <a href="https://twitter.com/hashtag/coding?src=hash&ref_src=twsrc%5Etfw">#coding</a> <a href="https://t.co/kbXY48i7PN">pic.twitter.com/kbXY48i7PN</a></p>— Ramon Viladomat (@Viladoman) <a href="https://twitter.com/Viladoman/status/1320867718808166402?ref_src=twsrc%5Etfw">October 26, 2020</a></blockquote>
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<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><br />
<br /></p>
GameDev Tools weekly - Issue 3 — February 28, 20212021-02-28T11:00:00+00:00http://TheToolsmiths.github.io/2021/02/28/gamedev-tools-weekly-3<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h4 id="we-are-looking-for-gdc-tools-summit-talks">We are looking for GDC Tools Summit talks</h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
</ul>
<p>If you have been working on a GameDev Tools technology why not share your findings with GameDev Tools community at the GDC Tools Summit?</p>
<p>We are looking for great talks about Tools Tech and Tools Design/UX</p>
<p>Send your talk ideas to <a href="https://twitter.com/gorlak" target="_blank">Geoff Evans</a>
And
<a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a></p>
<hr />
<h4 id="the-machinery-beta-version-20212"><strong>The Machinery Beta version 2021.2</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Our Machinery</li>
<li class="tag_box_v2"> Engine</li>
<li class="tag_box_v2"> Workflow</li>
</ul>
<p>Checkout the latest updates from the Our Machinery team.
We recommend viewing the <a href="https://www.youtube.com/watch?v=loaYaeSl-_g" target="_blank">asset import workflow video</a> .</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">The Machinery Beta — February 2021 (version 2021.2) is up! <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/M2pSHa8scA">https://t.co/M2pSHa8scA</a></p>— Our Machinery (@ourmachinery) <a href="https://twitter.com/ourmachinery/status/1365115319656718336?ref_src=twsrc%5Etfw">February 26, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="breakpoint-conference"><strong>Breakpoint Conference</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Conference</li>
<li class="tag_box_v2"> Debugging</li>
<li class="tag_box_v2"> Testing</li>
</ul>
<p>Probably the single best conference for GameDev tools information. Building, debugging, testing, managing crashes and much more!</p>
<blockquote class="twitter-tweet" data-partner="tweetdeck"><p lang="en" dir="ltr">Join us at Breakpoint. 800 REGISTRANTS representing over 500 STUDIOS featuring TALKS from <a href="https://twitter.com/unity3d?ref_src=twsrc%5Etfw">@unity3d</a>, <a href="https://twitter.com/IGDA?ref_src=twsrc%5Etfw">@igda</a>, <a href="https://twitter.com/EA?ref_src=twsrc%5Etfw">@EA</a>, <a href="https://twitter.com/EpicGames?ref_src=twsrc%5Etfw">@EpicGames</a>,<a href="https://twitter.com/CrypticStudios?ref_src=twsrc%5Etfw">@crypticstudios</a>,<a href="https://twitter.com/GoogleStadia?ref_src=twsrc%5Etfw">@googlestadia</a>, <a href="https://twitter.com/Team17?ref_src=twsrc%5Etfw">@team17</a>, <a href="https://twitter.com/SuperluminalSft?ref_src=twsrc%5Etfw">@superluminalsft</a>, <a href="https://twitter.com/nvidia?ref_src=twsrc%5Etfw">@nvidia</a>, and <a href="https://twitter.com/GameDriverio?ref_src=twsrc%5Etfw">@gamedriverio</a> - Secure your spot! <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/RN8AqhYEH6">https://t.co/RN8AqhYEH6</a> <a href="https://t.co/h7NhhhsLnu">pic.twitter.com/h7NhhhsLnu</a></p>— Backtrace (@0xCD03) <a href="https://twitter.com/0xCD03/status/1364305975231078405?ref_src=twsrc%5Etfw">February 23, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="openai--chatbot-integration-into-modbox"><strong>OpenAI + Chatbot integration into Modbox</strong></h4>
<ul class="inline">
<li class="tag_box_v2">AI</li>
<li class="tag_box_v2"> In-game Editor</li>
<li class="tag_box_v2"> UX</li>
</ul>
<p>Checkout the visual scripting in Modbox and the fascinating possibilities of chatbot integration.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Made a video on scripting AI characters in Modbox using OpenAI GPT3 + <a href="https://twitter.com/replica_ai?ref_src=twsrc%5Etfw">@replica_ai</a> voices + speech services <a href="https://t.co/r58Fu9CFQm">https://t.co/r58Fu9CFQm</a></p>— Lee Vermeulen (@Alientrap) <a href="https://twitter.com/Alientrap/status/1362434002053967873?ref_src=twsrc%5Etfw">February 18, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="room-builder-tool-in-unity"><strong>Room-builder tool in Unity</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
<li class="tag_box_v2"> Terrain</li>
<li class="tag_box_v2"> UX</li>
</ul>
<p>This cool tool reminds us of <a href="https://twitter.com/logicalerror" target="_blank">Sander van Rossen’s</a> <a href="https://www.youtube.com/watch?v=Iqmg4gblreo&ab_channel=GDC" target="_blank">Tools Summit: Geometry in Milliseconds: Real-Time Constructive Solid Geometry</a></p>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-88-26-02-2021/" target="_blank">Technically Art: Issue 88 (26.02.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I’ve been working on a room-builder tool for iterative level design. Everything is procedural so I can still make edits to the meshes afterwards. I started out by reading floorplan textures, but slowly converting to in-engine drawing instead 🙂🔨 <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/techart?src=hash&ref_src=twsrc%5Etfw">#techart</a> <a href="https://twitter.com/hashtag/madewithunity?src=hash&ref_src=twsrc%5Etfw">#madewithunity</a> <a href="https://t.co/ADm8IgFGIr">pic.twitter.com/ADm8IgFGIr</a></p>— Laure 🌿 (@Laure_DeMey) <a href="https://twitter.com/Laure_DeMey/status/1364247395891085312?ref_src=twsrc%5Etfw">February 23, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="ztdtext-lib-announcement"><strong>ztd.text lib announcement</strong></h4>
<ul class="inline">
<li class="tag_box_v2">lib</li>
</ul>
<p>From GitHub’s description:</p>
<blockquote>
<p>Because if text works well in two of the most popular systems programming languages, the entire world over can start to benefit properly.</p>
<p>This repository is an implementation of an up and coming proposal percolating through SG16, P1629 - Standard Text Encoding. It will also include implementations of some downstream ideas covered in Previous Work in this area, including Zach Laine’s Boost.Text (proposed), rmf’s libogonek, and Tom Honermann’s text_view.</p>
</blockquote>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Ready for prime time. Version 0.<br /><br />Of many, many more versions to come.<a href="https://t.co/rTu4gDNoIf">https://t.co/rTu4gDNoIf</a><a href="https://t.co/cK16MGvszU">https://t.co/cK16MGvszU</a></p>— Björk (@__phantomderp) <a href="https://twitter.com/__phantomderp/status/1363622141552377860?ref_src=twsrc%5Etfw">February 21, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="custom-terrain-system-in-unity"><strong>Custom Terrain System in Unity</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
<li class="tag_box_v2"> Terrain</li>
<li class="tag_box_v2"> UX</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-88-26-02-2021/" target="_blank">Technically Art: Issue 88 (26.02.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Playing around with a new tile-like custom terrain system <a href="https://twitter.com/hashtag/unity3d?src=hash&ref_src=twsrc%5Etfw">#unity3d</a> <a href="https://t.co/qho3wVHoBN">pic.twitter.com/qho3wVHoBN</a></p>— t3ssel8r (@t3ssel8r) <a href="https://twitter.com/t3ssel8r/status/1363675008988372993?ref_src=twsrc%5Etfw">February 22, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="open-world-terrain-trick-in-unity"><strong>Open-World terrain trick in Unity</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
<li class="tag_box_v2"> Terrain</li>
<li class="tag_box_v2"> Level Design</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-88-26-02-2021/" target="_blank">Technically Art: Issue 88 (26.02.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Here's a nifty level design trick we <a href="https://twitter.com/farfewgiants?ref_src=twsrc%5Etfw">@farfewgiants</a> are using for our open-world game Imagined Leviathans: <a href="https://t.co/krzHmlqKJC">pic.twitter.com/krzHmlqKJC</a></p>— de Fault📝 (@antony_de_fault) <a href="https://twitter.com/antony_de_fault/status/1364589657485361152?ref_src=twsrc%5Etfw">February 24, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="terrain-painting-tool-for-unity"><strong>Terrain painting tool for Unity</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Unity</li>
<li class="tag_box_v2"> Terrain</li>
</ul>
<p>Source: <a href="https://halisavakis.com/technically-art-issue-88-26-02-2021/" target="_blank">Technically Art: Issue 88 (26.02.2021) by Harry Alisavakis</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">The terrain painting tool I made a little while ago is now up for grabs on the Unity asset store! <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/unity3d?src=hash&ref_src=twsrc%5Etfw">#unity3d</a> <br /><br />🔗<a href="https://t.co/xgSelGWBkE">https://t.co/xgSelGWBkE</a> <a href="https://t.co/EZyIDybOQB">pic.twitter.com/EZyIDybOQB</a></p>— Staggart Creations 🏔🌲 (@_staggart_) <a href="https://twitter.com/_staggart_/status/1364856642064551939?ref_src=twsrc%5Etfw">February 25, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<hr />
<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>The Toolsmiths are slowly migrating the conversations from Slack to <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord</a>
<iframe src="https://giphy.com/embed/xTiTnjZAjQipGn9JFS" width="480" height="143" frameborder="0" class="giphy-embed" allowfullscreen=""></iframe>
<p><a href="https://giphy.com/gifs/primerstories-windows-microsoft-gif-cover-xTiTnjZAjQipGn9JFS">via GIPHY</a></p>
</li>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>We are waiting for your submissions for the <a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!
Send your talk proposals to <a href="https://twitter.com/gorlak" target="_blank">Geoff Evans</a> and <a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a></li>
</ul>
</li>
<li>GDC Tools Roundtables:
<ul>
<li>Join us this summer at the virtual Tools Roundtables!</li>
</ul>
</li>
</ul>
</li>
<li>We are continuing our 3rd season of the <a href="https://thetoolsmiths.org/vault_club" target="_blank">Vault Club</a> in our <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord Server</a>.
<ul>
<li>We will be looking at this list of languages and discussing how they apply to Game Tools development:
<ul>
<li><a href="https://www.youtube.com/watch?v=lpOg2nl3kr0" target="_blank">Rust</a></li>
<li><a href="https://vimeo.com/485177664" target="_blank">Dion</a></li>
<li><a href="https://www.youtube.com/watch?v=uZgbKrDEzAs" target="_blank">Jai</a></li>
<li><a href="https://www.gdcvault.com/play/1023843/D-Using-an-Emerging-Language" target="_blank">D</a></li>
<li><a href="https://www.youtube.com/watch?v=rCqFdYUnC24" target="_blank">Odin</a></li>
<li><a href="Native https://www.youtube.com/watch?v=3Lqiupxo4CE&ab_channel=JetBrainsTV" target="_blank">Kotlin</a></li>
<li><a href="https://www.youtube.com/watch?v=Gv2I7qTux7g" target="_blank">Zig</a></li>
</ul>
</li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="did-you-know">Did You Know??</h2>
<ul>
<li>
<p>EmbarkStudios has an <a href="https://discord.com/invite/8TW9nfF" target="_blank">open-source dev community discord server</a>
<img src="https://thetoolsmiths.org/assets/imgs/weekly/embark-discord.png" /></p>
</li>
<li>
<p>There is a fast, scalable version control file storage for graphic files <a href="https://github.com/snowtrack/snowfs" target="_blank">SnowFS</a>
<img src="https://github.com/snowtrack/snowfs/raw/main/img/banner.png" alt="SnowFS logo" /></p>
</li>
<li>
<p>Unreal Engine + Jenkins
<img src="https://forums.unrealengine.com/filedata/fetch?id=1790711&d=1595278389" alt="SnowFS logo" /></p>
<ul>
<li>There is a Unreal Engine Jenkins BuildTools Dockerfile project on <a href="https://github.com/Kalmalyzer/UE-Jenkins-BuildTools/" target="_blank">GitHub</a></li>
<li>Unreal Engine + Jenkins article on <a href="https://medium.com/@lifeexe/unreal-engine-ci-part-i-source-code-builds-8000ca1da723" target="_blank">Medium</a></li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="big-remotery-update"><strong>Big Remotery update</strong></h4>
<blockquote class="twitter-tweet" data-partner="tweetdeck"><p lang="en" dir="ltr">Big Remotery update!<br /><br />* New auto thread sampler to visualise processors threads run on.<br />* No Administrator elevation required.<br />* Save/load of Remotery traces with no data loss.<br />* Native GPU/WebGL widget renderers for 100x speed vs. native.<br />* Lots more... <a href="https://t.co/WAayYxdCxa">https://t.co/WAayYxdCxa</a> <a href="https://t.co/Am77r9y9du">pic.twitter.com/Am77r9y9du</a></p>— Don Williamson (@Donzanoid) <a href="https://twitter.com/Donzanoid/status/1364177545885843456?ref_src=twsrc%5Etfw">February 23, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><br />
<br /></p>
GameDev Tools weekly - Issue 2 — February 21, 20212021-02-21T11:00:00+00:00http://TheToolsmiths.github.io/2021/02/21/gamedev-tools-weekly-2<p>GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<h4 id="we-are-looking-for-gdc-tools-summit-talks">We are looking for GDC Tools Summit talks</h4>
<ul class="inline">
<li class="tag_box_v2">Announcement</li>
</ul>
<p>If you have been working on a GameDev Tools technology why not share your findings with GameDev Tools community at the GDC Tools Summit?</p>
<p>We are looking for great talks about Tools Tech and Tools Design/UX</p>
<p>Send your talk ideas to <a href="https://twitter.com/gorlak" target="_blank">Geoff Evans</a>
And
<a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a></p>
<hr />
<h4 id="unreal-engine-4-what-does-the-asset-manager-do"><strong>Unreal Engine 4: What does the Asset Manager do?</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UE</li>
<li class="tag_box_v2"> Engine</li>
</ul>
<p>Guess who has added timestamps this time!? >_<</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">👀 If you missed the livestream, the video is now live on Youtube: <a href="https://t.co/YaPmgSbhTM">https://t.co/YaPmgSbhTM</a></p>— Unreal Engine (@UnrealEngine) <a href="https://twitter.com/UnrealEngine/status/1361847370531680264?ref_src=twsrc%5Etfw">February 17, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="an-overview-of-cryengines-sandbox-editor"><strong>An overview of CRYENGINE’s Sandbox Editor</strong></h4>
<ul class="inline">
<li class="tag_box_v2">CRYENGINE</li>
<li class="tag_box_v2"> Engine</li>
<li class="tag_box_v2"> Editor</li>
</ul>
<p>Check out this great overview of The Sandbox Editor with Brian Dilg.</p>
<p><a href="https://www.cryengine.com/news/view/introduction-to-the-sandbox-editor" target="_blank">find out more</a></p>
<p><img src="https://www.cryengine.com/files/news/1280/daeb1117b4bb86a29eceda40e962eb84b2d4f9780896a63e015fc7b2dd76705c.webp" alt="The Sandbox Editor overview" /></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="using-the-metahuman-facial-rig-in-unreal-engine"><strong>Using the MetaHuman Facial Rig in Unreal Engine</strong></h4>
<ul class="inline">
<li class="tag_box_v2">UE</li>
<li class="tag_box_v2"> Engine</li>
</ul>
<p>Apart from insane computer graphics achievements and improvements to the pipeline of adding human characters to the game, it’s really interesting to see custom rig components used in Unreal Editor. Gives an inspiration for custom UI controls.</p>
<iframe width="560" height="315" src="https://www.youtube.com/embed/GEpH3o44_58" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="the-simplest-file-format-supported-by-image-viewers"><strong>The simplest file format supported by image viewers</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
</ul>
<p>When you need to debug your pipeline and have a visual representation</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">If you want to quickly write out an image to disk to view it in an image editor, you can't get much simpler than using the PPM file format. Here's how you can do it in a variety of languages: <a href="https://t.co/eJxsxG9HlM">https://t.co/eJxsxG9HlM</a></p>— Kostas Anagnostou (@KostasAAA) <a href="https://twitter.com/KostasAAA/status/1361391010027290627?ref_src=twsrc%5Etfw">February 15, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="view-your-build-performance-right-in-visual-studio"><strong>View your build performance right in Visual Studio</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Build</li>
<li class="tag_box_v2"> MSVS</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Finally, CompileScore has a 'build & profile' button inside <a href="https://twitter.com/VisualStudio?ref_src=twsrc%5Etfw">@VisualStudio</a>. It displays the C++ build time data inside the editor with text highlights, reports and flamecharts. Thanks to <a href="https://twitter.com/KevinCadieuxMS?ref_src=twsrc%5Etfw">@KevinCadieuxMS</a> and <a href="https://twitter.com/aras_p?ref_src=twsrc%5Etfw">@aras_p</a> for your help and previous work. <a href="https://t.co/XP2Jzt3veM">https://t.co/XP2Jzt3veM</a> <a href="https://t.co/mJ4ZMHPweA">pic.twitter.com/mJ4ZMHPweA</a></p>— Ramon Viladomat (@Viladoman) <a href="https://twitter.com/Viladoman/status/1361790504866902018?ref_src=twsrc%5Etfw">February 16, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="improving-c-build-times"><strong>Improving C++ build times</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Build</li>
<li class="tag_box_v2"> GCC</li>
<li class="tag_box_v2"> Clang</li>
<li class="tag_box_v2"> MSVC</li>
</ul>
<p>And now that you have discovered that your build performance is not so great - post about build time optimizations.
Even though all the examples are for embedded development and with MAKE, this knowledge is easily transferable to games and other build systems (at least to CMAKE).</p>
<p>There’s a remark:</p>
<blockquote>
<p>NOTE: This is a GCC/Clang-only feature.</p>
</blockquote>
<p>You most definitely can make it with MSVC as well.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Interesting read:<br /><br />Improving Compilation Time of C/C++ Projects <a href="https://t.co/I9Vhba11DJ">https://t.co/I9Vhba11DJ</a><a href="https://twitter.com/hashtag/programming?src=hash&ref_src=twsrc%5Etfw">#programming</a> <a href="https://twitter.com/hashtag/cpp?src=hash&ref_src=twsrc%5Etfw">#cpp</a></p>— Bartlomiej Filipek (@fenbf) <a href="https://twitter.com/fenbf/status/1361630405657526277?ref_src=twsrc%5Etfw">February 16, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="mouse-picking--game-engine-series"><strong>Mouse Picking // Game Engine series</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Engine</li>
<li class="tag_box_v2"> Editor</li>
<li class="tag_box_v2"> User Tools</li>
</ul>
<p>Yan Chernikov shares how he implemented mouse picking in the game editor of his Hazel engine.</p>
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/GKERbQ7Sqyg" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="module-teams-for-core-blender-development"><strong>Module teams for core Blender development</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Open Source</li>
</ul>
<p>Checkout how the Blender Dev team is organizing their development process with the growing popularity of the project.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">New blog post: Module teams are the core of Blender development. A vision piece for how to remain a strong and high quality open source project. <a href="https://t.co/ZTh7349q3Z">https://t.co/ZTh7349q3Z</a> <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a></p>— Blender Developers (@BlenderDev) <a href="https://twitter.com/BlenderDev/status/1361723949177069568?ref_src=twsrc%5Etfw">February 16, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="makefile-support-in-visual-studio-code"><strong>Makefile support in Visual Studio Code</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Build</li>
<li class="tag_box_v2"> CM</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">NOW ANNOUNCING: Makefile support in Visual Studio Code! Check out our brand-new Makefile Tools extension to configure, build, and debug C++ projects with Makefiles in VS Code! It's finally here!🎉🎈 <a href="https://t.co/QxTgjZqUV3">https://t.co/QxTgjZqUV3</a></p>— Julia Reid (@Jureid22) <a href="https://twitter.com/Jureid22/status/1362186193895452675?ref_src=twsrc%5Etfw">February 17, 2021</a></blockquote>
<script async="" src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="how-world-of-tanks-console-is-built"><strong>How World Of Tanks Console is built</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Build</li>
<li class="tag_box_v2"> CI</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">In case you haven't watch it yet. Check out our video interview on:<br /><br />"How World Of Tanks Console is built". 👇<a href="https://t.co/sTRCMBX43E">https://t.co/sTRCMBX43E</a><br /><br />It's awesome to learn what's involved in turning source code into real, moving tanks!<a href="https://twitter.com/WoTConsole?ref_src=twsrc%5Etfw">@WoTConsole</a></p>— JetBrains TeamCity (@teamcity) <a href="https://twitter.com/teamcity/status/1361245211322687489?ref_src=twsrc%5Etfw">February 15, 2021</a></blockquote>
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<p><br /></p>
<h4 id="how-eve-online-is-built"><strong>How EVE Online is built</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Build</li>
<li class="tag_box_v2"> CI</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">If you ever wanted to know what goes into developing and building a massive MMO like EVE Online, with a record peak of 63,303 concurrent players🤯, check out our new interview.<br /><br />"How EVE Online is built" 👇<a href="https://t.co/b7P3hCfUK4">https://t.co/b7P3hCfUK4</a><br /><br />Thank you Nicholas & <a href="https://twitter.com/EveOnline?ref_src=twsrc%5Etfw">@EveOnline</a>!<a href="https://twitter.com/hashtag/tweetfleet?src=hash&ref_src=twsrc%5Etfw">#tweetfleet</a></p>— JetBrains TeamCity (@teamcity) <a href="https://twitter.com/teamcity/status/1360184497149530112?ref_src=twsrc%5Etfw">February 12, 2021</a></blockquote>
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<p><br /></p>
<h4 id="incident-management-for-10-cross-functional-teams"><strong>Incident management for 10+ cross-functional teams</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Devops</li>
<li class="tag_box_v2"> Build</li>
<li class="tag_box_v2"> IT</li>
</ul>
<p>When you have a big team it is important to stay on top of infrastructure issues.
When your infrastructure goes down, how fast can you tell what actually happened?
How quick is your response time?</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Even though it's dry February, my virtual pen hasn't dried out and I've put together a post about our incident management, error handling and how the whole workflow operates for 10+ cross-functional teams. <a href="https://t.co/7lDQPdI6Wp">https://t.co/7lDQPdI6Wp</a> <a href="https://twitter.com/youtrack?ref_src=twsrc%5Etfw">@youtrack</a> <a href="https://twitter.com/getsentry?ref_src=twsrc%5Etfw">@getsentry</a> <a href="https://twitter.com/zapier?ref_src=twsrc%5Etfw">@zapier</a> <a href="https://twitter.com/pagerduty?ref_src=twsrc%5Etfw">@pagerduty</a></p>— Honza Široký (@sir_honza) <a href="https://twitter.com/sir_honza/status/1360304708015902727?ref_src=twsrc%5Etfw">February 12, 2021</a></blockquote>
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<p><br /></p>
<h4 id="tilemap-editor-rework-in-godot"><strong>TileMap editor rework in Godot</strong></h4>
<ul class="inline">
<li class="tag_box_v2">Godot</li>
<li class="tag_box_v2"> Engine</li>
<li class="tag_box_v2"> Editor</li>
<li class="tag_box_v2"> User Tools</li>
</ul>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">New tiles editor progress report #2! 🥳<br />I added downloadable early build for you to test the editor, but read the warning in the article first, it might break your projects! <a href="https://t.co/7ejQ8b734Y">https://t.co/7ejQ8b734Y</a></p>— Gilles Roudière (@gr0ud) <a href="https://twitter.com/gr0ud/status/1357705466114174976?ref_src=twsrc%5Etfw">February 5, 2021</a></blockquote>
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<p><br />
<br /></p>
<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li>Toolsmiths @ GDC 2021
<ul>
<li>GDC Tools Summit
<ul>
<li>We are waiting for your submissions for the <a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a>!
Send your talk proposals to <a href="https://twitter.com/gorlak" target="_blank">Geoff Evans</a> and <a href="https://twitter.com/davidlightbown" target="_blank">David Lightbown</a></li>
</ul>
</li>
<li>GDC Tools Roundtables:
<ul>
<li>Join us this summer at the virtual Tools Roundtables!</li>
</ul>
</li>
</ul>
</li>
<li>We are continuing our 3rd season of the <a href="https://thetoolsmiths.org/vault_club" target="_blank">Vault Club</a> in our <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord Server</a>.
<ul>
<li>We will be looking at this list of languages and discussing how they apply to Game Tools development:
<ul>
<li><a href="https://www.youtube.com/watch?v=lpOg2nl3kr0" target="_blank">Rust</a></li>
<li><a href="https://vimeo.com/485177664" target="_blank">Dion</a></li>
<li><a href="https://www.youtube.com/watch?v=uZgbKrDEzAs" target="_blank">Jai</a></li>
<li><a href="https://www.gdcvault.com/play/1023843/D-Using-an-Emerging-Language" target="_blank">D</a></li>
<li><a href="https://www.youtube.com/watch?v=rCqFdYUnC24" target="_blank">Odin</a></li>
<li><a href="Native https://www.youtube.com/watch?v=3Lqiupxo4CE&ab_channel=JetBrainsTV" target="_blank">Kotlin</a></li>
<li><a href="https://www.youtube.com/watch?v=Gv2I7qTux7g" target="_blank">Zig</a></li>
</ul>
</li>
</ul>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="did-you-know">Did You Know??</h2>
<ul>
<li>
<p>There is a organization working on open source motion picture pipeline tools: <a href="https://www.aswf.io/" target="_blank">Academy Software Foundation (ASWF)</a>. Checkout their <a href="https://slack.aswf.io/" target="_blank">Slack</a>.</p>
</li>
<li>
<p>There is a curated list of GDC talks about Tools Tech in Games: <a href="https://thetoolsmiths.org/codex/gdc/" target="_blank">The Toolsmiths GDC Codex</a></p>
</li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="nvidia-announces-nsight-systems-20211"><strong>NVIDIA Announces Nsight Systems 2021.1</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">NVIDIA <a href="https://twitter.com/hashtag/Nsight?src=hash&ref_src=twsrc%5Etfw">#Nsight</a> Systems 2021.1 is now available for download - including support and perf improvements for the latest top ray tracing game tiles on <a href="https://twitter.com/hashtag/DirectX?src=hash&ref_src=twsrc%5Etfw">#DirectX</a> and <a href="https://twitter.com/hashtag/Vulkan?src=hash&ref_src=twsrc%5Etfw">#Vulkan</a>, support for the stats command on <a href="https://twitter.com/hashtag/Windows?src=hash&ref_src=twsrc%5Etfw">#Windows</a> CLI, and more. <a href="https://t.co/wBpjjylDBL">https://t.co/wBpjjylDBL</a></p>— Jigar Halani (@JigarHalani3) <a href="https://twitter.com/JigarHalani3/status/1360899110379741184?ref_src=twsrc%5Etfw">February 14, 2021</a></blockquote>
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<p><br /></p>
<h4 id="rider-gets-xaml-preview"><strong>Rider gets XAML preview</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Just blogged: XAML Preview tool window improvements<br /><br />💪 Reworked UI/UX<br />🔦 Highlight XAML elements when selected in editor<br />🗂️ Interactive tabs<br />🛠️ Design-time property support<br /><br />Read all about it! <a href="https://twitter.com/hashtag/dotnet?src=hash&ref_src=twsrc%5Etfw">#dotnet</a><a href="https://t.co/5dyQYSmf9W">https://t.co/5dyQYSmf9W</a></p>— JetBrains Rider (@JetBrainsRider) <a href="https://twitter.com/JetBrainsRider/status/1362050703049584649?ref_src=twsrc%5Etfw">February 17, 2021</a></blockquote>
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<p><br /></p>
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<p><br /></p>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h3 id="checkout-other-awesome-digests">Checkout other awesome digests:</h3>
<ul>
<li><a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Graphics Programming weekly by Jendrik Illner</a></li>
<li><a href="https://halisavakis.com/category/technically-art/" target="_blank">Technically Art by Harry Alisavakis</a></li>
</ul>
<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<hr />
<p><br />
<br /></p>
GameDev Tools weekly - Issue 1 — February 14, 20212021-02-14T11:00:00+00:00http://TheToolsmiths.github.io/2021/02/14/gamedev-tools-weekly-1<p>Hey!</p>
<p>This is the first issue of GameDev Tools weekly made by <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> and <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>. We are going to be looking for interesting and relevant Game Tools related articles/videos/news and events.
We were inspired by the work of <a href="https://www.jendrikillner.com/tags/weekly/" target="_blank">Jendrik Illner</a>, <a href="https://halisavakis.com/category/technically-art/" target="_blank">Harry Alisavakis</a>, so we got together to create something similar for Tools!</p>
<p>We are going to keep it simple!</p>
<p>We hope you enjoy it!</p>
<p>P.S. If you know something from the game tools world that we missed, drop us a hint! Thanks!</p>
<hr />
<h4 id="a-file-dialog-for-dear-imgui-sign-me-up"><strong>A file dialog for <a href="https://github.com/ocornut/imgui" target="_blank">Dear ImGui</a>? Sign me up!</strong></h4>
<p>Mentioned by <a href="https://twitter.com/gorlak" target="_blank">Geoff Evans</a> in the <a href="https://thetoolsmiths.org/join_slack_team" target="_blank">#gui-toolkits of the Toolsmiths Slack</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">ImFileDialog: a file dialog library for Dear ImGui<br /><br />Source: <a href="https://t.co/APCIKU9ASj">https://t.co/APCIKU9ASj</a><a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/indiedev?src=hash&ref_src=twsrc%5Etfw">#indiedev</a> <a href="https://twitter.com/ocornut?ref_src=twsrc%5Etfw">@ocornut</a> <a href="https://t.co/QDgJBKNrdt">pic.twitter.com/QDgJBKNrdt</a></p>— dfranx (@dfranx_) <a href="https://twitter.com/dfranx_/status/1358484424640376834?ref_src=twsrc%5Etfw">February 7, 2021</a></blockquote>
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<h4 id="unreal-engine-4-control-rig"><strong>Unreal Engine 4: Control Rig</strong></h4>
<p>Walkthrough for the latest animation features available in Control Rig for Unreal Engine 4.26.</p>
<p>No timestamps on a tutorial video in 2021? Shame!</p>
<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>0:12:04 Mannequin Rig Demo (Control Rig Mannequin Sample update)
0:52:17 Rig Sharing (Setup graph & Components)
1:06:21 Ridin' Pig Demo (Attaching Control Rigs)
1:18:55 Slope Warping Demo (Runtime Post-Processing Rigging)
1:42:58 When Robbots Attack Demo (Driving gameplay with Control Rig)
1:50:29 Meerkat Demo (Film-Quality Rigging with Control Rig)
2:07:00 Q&A
</code></pre></div></div>
<iframe width="560" height="315" src="https://www.youtube.com/embed/UyCziUcnqxM" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen=""></iframe>
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<h4 id="asset-import-pipelines-on-the--our-machinery-podcast"><strong>Asset Import Pipelines on the Our Machinery podcast</strong></h4>
<p>A great conversation about a broad topic such as asset import pipelines.</p>
<p>They cover asset formats, challenges with materials, challenges with converting into a target runtime format. They go into detail about how they approach solving these issues in the pipeline they are working on.</p>
<p>If you are interested in this topic checkout “Tools Tutorial Day: A Tale of Three Data Schemas” (<a href="https://www.ea.com/frostbite/news/a-tale-of-three-data-schemas" target="_blank">slides</a>, <a href="https://www.gdcvault.com/play/1025284/Tools-Tutorial-Day-A-Tale" target="_blank">video</a>), “The Future of Scene Description on ‘God of War’” (<a href="https://www.gdcvault.com/play/1026345/The-Future-of-Scene-Description" target="_blank">slides</a>, <a href="https://www.gdcvault.com/play/1025969" target="_blank">video</a>) as well.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">We chat about Asset Import Pipelines on the <a href="https://twitter.com/hashtag/podcast?src=hash&ref_src=twsrc%5Etfw">#podcast</a> today <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://t.co/y1nSmviOyk">https://t.co/y1nSmviOyk</a></p>— Our Machinery (@ourmachinery) <a href="https://twitter.com/ourmachinery/status/1359256877721214976?ref_src=twsrc%5Etfw">February 9, 2021</a></blockquote>
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<h4 id="blizzard-diablo-iv-debugs-linux-core-dumps-from-visual-studio"><strong>Blizzard Diablo IV debugs Linux core dumps from Visual Studio</strong></h4>
<p>Extra note about comments - people surprised that Blizzard devs are ready to go through extra hoops to avoid working on the target platform. Not surprised at all, VS has a great debugger that is miles ahead of any command line tool that I have tried on Linux OS. I’d go 2 times extra setup steps to avoid Linux debuggers at all cost.</p>
<p><a href="https://devblogs.microsoft.com/cppblog/blizzard-diablo-iv-debugs-linux-core-dumps-from-visual-studio/" target="_blank">find out more</a></p>
<p><img src="https://devblogs.microsoft.com/cppblog/wp-content/uploads/sites/9/2021/01/blizzcon_heroes_w_logo.jpg" alt="blizzcon heroes w logo" /></p>
<p><br /></p>
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<h4 id="applying-textures-to-procedurally-generated-trees"><strong>Applying textures to procedurally generated trees</strong></h4>
<p>Interesting approach of extracting texture from photogrammetry of a tree and applying it to procedurally generated trees.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">How to merge a 3D scan and Procedural (MTree) tree in <a href="https://twitter.com/hashtag/blender?src=hash&ref_src=twsrc%5Etfw">#blender</a> <a href="https://twitter.com/hashtag/b3d?src=hash&ref_src=twsrc%5Etfw">#b3d</a> (thanks to <a href="https://twitter.com/ClassyDogFilms?ref_src=twsrc%5Etfw">@ClassyDogFilms</a> for the tree pics!) <a href="https://t.co/Y4aTsCnr9U">pic.twitter.com/Y4aTsCnr9U</a></p>— Jan van den Hemel (@JanvandenHemel) <a href="https://twitter.com/JanvandenHemel/status/1359237048520110080?ref_src=twsrc%5Etfw">February 9, 2021</a></blockquote>
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<h4 id="implementing-a-font-reader-from-scratch-easy"><strong>Implementing a font reader from scratch! Easy??</strong></h4>
<p>When you want to control every single letter in your game.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">If you missed part 1, here is a link!<a href="https://t.co/IwtRj67p9A">https://t.co/IwtRj67p9A</a></p>— Handmade Network (@handmade_net) <a href="https://twitter.com/handmade_net/status/1357163335062597635?ref_src=twsrc%5Etfw">February 4, 2021</a></blockquote>
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<h4 id="microsoft-visual-studio-props-files-and-conan"><strong>Microsoft Visual Studio .props files and Conan</strong></h4>
<p>Resolving VS dependencies with .props files and Conan packages</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Managing dependencies in Visual Studio C++ projects with property files<a href="https://t.co/OB4ZAlkqJt">https://t.co/OB4ZAlkqJt</a><br /><br />New blog post using <a href="https://twitter.com/pocoproject?ref_src=twsrc%5Etfw">@pocoproject</a> <a href="https://twitter.com/opencvlibrary?ref_src=twsrc%5Etfw">@opencvlibrary</a> and <a href="https://twitter.com/hashtag/imgui?src=hash&ref_src=twsrc%5Etfw">#imgui</a><a href="https://twitter.com/hashtag/cplusplus?src=hash&ref_src=twsrc%5Etfw">#cplusplus</a> <a href="https://twitter.com/hashtag/microsoft?src=hash&ref_src=twsrc%5Etfw">#microsoft</a> <a href="https://t.co/67TsQ1Py5e">pic.twitter.com/67TsQ1Py5e</a></p>— conan.io (@conan_io) <a href="https://twitter.com/conan_io/status/1359526539675729922?ref_src=twsrc%5Etfw">February 10, 2021</a></blockquote>
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<h4 id="hot-reloading"><strong>Hot reloading</strong></h4>
<p>Example of adding hot reloading to your C++ project using the <a href="https://github.com/fungos/cr" target="_blank">cr.h library</a> .</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">New blog about code I've been working on recently mostly aided by hot reloading c++ using <a href="https://twitter.com/fungos?ref_src=twsrc%5Etfw">@fungos</a> /cr 🙌🏻<a href="https://t.co/GdILC653Ce">https://t.co/GdILC653Ce</a></p>— Alex Dixon (@polymonster) <a href="https://twitter.com/polymonster/status/1358127656512978947?ref_src=twsrc%5Etfw">February 6, 2021</a></blockquote>
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<h4 id="state-of-qt-and-cmake"><strong>State of Qt and CMake</strong></h4>
<p>A lot of interesting stuff was added by the Qt team to new versions of CMake, including Unity builds and pre-compiled headers.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">During the development of <a href="https://twitter.com/hashtag/Qt6?src=hash&ref_src=twsrc%5Etfw">#Qt6</a>, we collaborated with <a href="https://twitter.com/Kitware?ref_src=twsrc%5Etfw">@kitware</a> to ensure <a href="https://twitter.com/hashtag/CMake?src=hash&ref_src=twsrc%5Etfw">#CMake</a> would work optimally as the new build system. Read about the benefits this project has brought to the Qt Project and the larger CMake community here. <a href="https://t.co/eZufcZuWkx">https://t.co/eZufcZuWkx</a><a href="https://twitter.com/hashtag/QtDev?src=hash&ref_src=twsrc%5Etfw">#QtDev</a> <a href="https://twitter.com/hashtag/Software?src=hash&ref_src=twsrc%5Etfw">#Software</a> <a href="https://twitter.com/hashtag/Developer?src=hash&ref_src=twsrc%5Etfw">#Developer</a></p>— Qt (@qtproject) <a href="https://twitter.com/qtproject/status/1359437824567697410?ref_src=twsrc%5Etfw">February 10, 2021</a></blockquote>
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<h4 id="rust-foundation-started"><strong>Rust foundation started</strong></h4>
<p>AWS, Huawei, Google, Microsoft, and Mozilla are showing their support for Rust.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Hello, Rust! 🎉<br /><br />Today Mozilla is thrilled to join the Rust community in announcing the formation of the <a href="https://twitter.com/rust_foundation?ref_src=twsrc%5Etfw">@rust_foundation</a>. <br /><br />The Rust Foundation will be the home of the popular Rust programming language that began within Mozilla. <a href="https://t.co/I8saIilYgW">https://t.co/I8saIilYgW</a></p>— Mozilla Developer (@mozhacks) <a href="https://twitter.com/mozhacks/status/1358902669868486657?ref_src=twsrc%5Etfw">February 8, 2021</a></blockquote>
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<h4 id="usd-working-group-meeting-1-20-21"><strong>USD Working Group Meeting 1-20-21</strong></h4>
<p>USD + WebRTC: enabling a shard document state that can be shared between multiple users.</p>
<p><a href="https://www.youtube.com/watch?v=geHGrU6mbJU&feature=youtu.be" target="_blank">watch video</a></p>
<p><img src="https://graphics.pixar.com/usd/docs/api/USDLogoLrgWithAlpha.png" alt="usd" /></p>
<p><br /></p>
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<p><br /></p>
<h4 id="unity-is-updating-their-undo-system"><strong>Unity is updating their undo system</strong></h4>
<p>What UX features does your undo system have?</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr"><a href="https://twitter.com/hashtag/Unity?src=hash&ref_src=twsrc%5Etfw">#Unity</a> friends - we are implementing a ground up rewritten Undo System, fixing some long standing behaviours. <br /><br />What UX / features would you like built on top of this new system? Step back/forward? Undo History window? Macros? API wise? tell me! <a href="https://twitter.com/hashtag/gamedev?src=hash&ref_src=twsrc%5Etfw">#gamedev</a> <a href="https://twitter.com/hashtag/unity3d?src=hash&ref_src=twsrc%5Etfw">#unity3d</a> <a href="https://t.co/IUSdGYRWDB">pic.twitter.com/IUSdGYRWDB</a></p>— Will Goldstone II, esq. (@willgoldstone) <a href="https://twitter.com/willgoldstone/status/1359470240506277889?ref_src=twsrc%5Etfw">February 10, 2021</a></blockquote>
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<p><br /></p>
<h4 id="engineering-tools-for-designers-with-legends-of-runeterra"><strong>Engineering tools for designers with Legends of Runeterra</strong></h4>
<p><em>Find out how Riot Games is implementing their new scripting system.</em></p>
<p>Interesting, describing game objects with Python code. Haven’t seen this in awhile. :)</p>
<blockquote>
<p>a separate script that generates fake Python that we use for autocomplete when the Python script writers deal with these alien C# objects</p>
</blockquote>
<blockquote>
<p>Finally, we wrote a plugin for Visual Studio Code that gives designers direct access to available methods.</p>
</blockquote>
<p>That sounds like .pyi files with extra steps. Would be really interesting to know more about this system.</p>
<p><a href="https://technology.riotgames.com/news/engineering-tools-designers-legends-runeterra" target="_blank">find out more</a></p>
<p><img src="https://technology.riotgames.com/sites/default/files/puffcap3.png" alt="puffcap3" /></p>
<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="sdl-is-moving-to-github"><strong>SDL is moving to GitHub</strong></h4>
<p>Even more tools, libraries, and frameworks can be found on GitHub.</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">SDL moving to GitHub <a href="https://t.co/kLaR5MdXMa">https://t.co/kLaR5MdXMa</a></p>— Ryan C. Gordon (@icculus) <a href="https://twitter.com/icculus/status/1359251060913807366?ref_src=twsrc%5Etfw">February 9, 2021</a></blockquote>
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<h4 id="arseny-kapoulkine-on-proebstings-law-or-how-does-clang-27-hold-up-in-2021"><strong>Arseny Kapoulkine “On Proebsting’s Law, or How Does clang 2.7 Hold Up In 2021?”</strong></h4>
<p>TL;DR LLVM 11 tends to take 2x longer to compile code with optimizations, and as a result produces code that runs 10-20% faster (with occasional outliers in either direction), compared to LLVM 2.7 which is more than 10 years old.
Want your game run faster? Update compiler. Want your build times to keep sane numbers? Buy threadrippers :’(</p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">On Proebsting's Law, or How Does clang 2.7 Hold Up In 2021?<a href="https://t.co/LbhBIwuftw">https://t.co/LbhBIwuftw</a></p>— Arseny Kapoulkine (@zeuxcg) <a href="https://twitter.com/zeuxcg/status/1355771406936465408?ref_src=twsrc%5Etfw">January 31, 2021</a></blockquote>
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<p><br />
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<h2 id="the-toolsmiths-updates">The Toolsmiths updates:</h2>
<ul>
<li><code class="language-plaintext highlighter-rouge">Immediate mode gui</code> vs <code class="language-plaintext highlighter-rouge">retained mode gui</code> discussion in the <a href="https://thetoolsmiths.org/join_slack_team" target="_blank">#gui-toolkits</a></li>
<li>News about Toolsmiths @ GDC 2021 in <a href="https://thetoolsmiths.org/join_slack_team" target="_blank">#general</a>
<ul>
<li>GDC Tools Summit
<ul>
<li>We are waiting for your submissions for the <a href="https://gdconf.com/call-for-submissions/summits/" target="_blank">GDC 2021 Tools Summit</a> !</li>
</ul>
</li>
<li>GDC Tools Roundtables:
<ul>
<li>Join us this summer at the virtual Tools Roundtables!</li>
</ul>
</li>
</ul>
</li>
<li>We are starting the 3rd season of the <a href="https://thetoolsmiths.org/vault_club" target="_blank">Vault Club</a> in our <a href="https://discord.gg/k4PuzbZ" target="_blank">Discord Server</a>.
<ul>
<li>We will be looking at this list of languages and discussing how they apply to Game Tools development:
<ul>
<li><a href="https://www.youtube.com/watch?v=lpOg2nl3kr0" target="_blank">Rust</a></li>
<li><a href="https://vimeo.com/485177664" target="_blank">Dion</a></li>
<li><a href="https://www.youtube.com/watch?v=uZgbKrDEzAs" target="_blank">Jai</a></li>
<li><a href="https://www.gdcvault.com/play/1023843/D-Using-an-Emerging-Language" target="_blank">D</a></li>
<li><a href="https://www.youtube.com/watch?v=rCqFdYUnC24" target="_blank">Odin</a></li>
<li><a href="Native https://www.youtube.com/watch?v=3Lqiupxo4CE&ab_channel=JetBrainsTV" target="_blank">Kotlin</a></li>
<li><a href="https://www.youtube.com/watch?v=Gv2I7qTux7g" target="_blank">Zig</a></li>
</ul>
</li>
</ul>
</li>
</ul>
<p>Join the <a href="https://thetoolsmiths.org/join_slack_team" target="_blank">Toolsmiths Slack</a> to chat about these topics and more!!</p>
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<h2 id="did-you-know">Did You Know??</h2>
<p>There is a <a href="https://shadered.org/" target="_blank">shader IDE</a></p>
<p><img src="https://camo.githubusercontent.com/ceb4e6d10bf4cf7fef67a2ba9aa8de1b79b774f9ff18ec810509d283f560d34f/68747470733a2f2f73686164657265642e6f72672f6173736574732f696d672f6865616465722e706e67" alt="shadered" /></p>
<p><br /></p>
<p><a href="https://twitter.com/ocornut" target="_blank">Omar Cornut</a> setup a wiki of <a href="https://github.com/ocornut/imgui/wiki/Useful-Widgets" target="_blank">useful widgets for Dear ImGui</a></p>
<ul>
<li>Text Editors</li>
<li>Node Editors</li>
<li>Curves, Animations, Gradients</li>
<li>Plotting, Graph</li>
<li>File Browsers / File Dialog</li>
<li>Input Method Editors</li>
<li>Software Renderer/Rasterizer</li>
<li>Remoting</li>
<li>Terminal / Text mode</li>
<li>Midi/OSC interfacing</li>
<li>Virtual Reality (VR) / Reprojected UI plane</li>
<li>Miscellaneous</li>
</ul>
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<h2 id="notable-releases-and-updates">Notable Releases and Updates</h2>
<h4 id="ministry-of-flat-350-is-out"><strong>Ministry of Flat 3.5.0 is out</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">I just released version 3.5.0 Of <a href="https://t.co/p03vyl9nuw">https://t.co/p03vyl9nuw</a> unwrapper. It has all the new stress detection, flat detection and bevel management in it. It also has a new scaling option for anyone using world space unwrapping.</p>— Quel Solaar (@quelsolaar) <a href="https://twitter.com/quelsolaar/status/1357786409352986625?ref_src=twsrc%5Etfw">February 5, 2021</a></blockquote>
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<h4 id="opencolorio-v2-is-out"><strong>OpenColorIO v2 is out</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Exciting news for color experts: <a href="https://twitter.com/hashtag/OpenColorIO?src=hash&ref_src=twsrc%5Etfw">#OpenColorIO</a> v2 is officially out of beta testing and available for download! <a href="https://t.co/CF26KHWDnL">https://t.co/CF26KHWDnL</a></p>— Academy Software Foundation (@AcademySwf) <a href="https://twitter.com/AcademySwf/status/1358849647373127680?ref_src=twsrc%5Etfw">February 8, 2021</a></blockquote>
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<h4 id="clang-power-tools-are-completely-free--v70-is-out-in-the-wild"><strong>Clang Power Tools are completely free + v7.0 is out in the wild.</strong></h4>
<p><a href="https://clangpowertools.com/blog/next-steps-for-clang-power-tools.html">find out more</a></p>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Clang Power Tools 7.0 is out now! <br /><br />See the full list of features, improvements, and bug fixes.<a href="https://t.co/v1UvGPLsxJ">https://t.co/v1UvGPLsxJ</a> <a href="https://twitter.com/hashtag/Clang?src=hash&ref_src=twsrc%5Etfw">#Clang</a> <a href="https://twitter.com/hashtag/LLVM?src=hash&ref_src=twsrc%5Etfw">#LLVM</a> <a href="https://twitter.com/hashtag/Cpp?src=hash&ref_src=twsrc%5Etfw">#Cpp</a> <a href="https://t.co/kXiUBkapsS">pic.twitter.com/kXiUBkapsS</a></p>— Clang Power Tools (@ClangPowerTools) <a href="https://twitter.com/ClangPowerTools/status/1356997750706044928?ref_src=twsrc%5Etfw">February 3, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="fastbuild-v104-is-out"><strong>FASTBuild v1.04 is out</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">FASTBuild v1.04 has been released, including:<br />* Performance optimizations for local, distributed and cached builds.<br />* Profiling and dependency graph visualization tools.<br />* Bug fixes and improvements.<br />* Details <a href="https://t.co/WingZLGq20">https://t.co/WingZLGq20</a> <br />Big thanks to all contributors!</p>— Franta Fulin (@FrantaFulin) <a href="https://twitter.com/FrantaFulin/status/1351360897155956736?ref_src=twsrc%5Etfw">January 19, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="dear-imgui-181-is-out"><strong>Dear ImGui 1.81 is out!</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Dear ImGui 1.81 is out!<br />- fixed some tables issues<br />- simpler freetype integration (+ limited color glyphs support on certain fonts)<br />- refactored old ListBox helpers<br />- experimental webgpu renderer<br />- other additions and fixes (incl docking/viewports fixes)<a href="https://t.co/Geql6hsaJu">https://t.co/Geql6hsaJu</a> <a href="https://t.co/Xq1mflBIpF">pic.twitter.com/Xq1mflBIpF</a></p>— Omar (@ocornut) <a href="https://twitter.com/ocornut/status/1359602167930368008?ref_src=twsrc%5Etfw">February 10, 2021</a></blockquote>
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<p><br /></p>
<hr style="height:1px;border:none;color:#333;background-color:#333;" />
<p><br /></p>
<h4 id="qt-601-released"><strong>Qt 6.0.1 released</strong></h4>
<blockquote class="twitter-tweet"><p lang="en" dir="ltr"><a href="https://twitter.com/hashtag/Qt6?src=hash&ref_src=twsrc%5Etfw">#Qt6</a>, the latest major release, has had its first patch release. Qt 6.0.1 includes 200+ bug fixes. If you missed the chance to jump in on day one, now's the perfect opportunity to experience the next generation of <a href="https://twitter.com/hashtag/software?src=hash&ref_src=twsrc%5Etfw">#software</a> design and <a href="https://twitter.com/hashtag/development?src=hash&ref_src=twsrc%5Etfw">#development</a>! <a href="https://t.co/0TPZrh5nZZ">https://t.co/0TPZrh5nZZ</a><a href="https://twitter.com/hashtag/QtDev?src=hash&ref_src=twsrc%5Etfw">#QtDev</a></p>— Qt (@qtproject) <a href="https://twitter.com/qtproject/status/1359185750735085574?ref_src=twsrc%5Etfw">February 9, 2021</a></blockquote>
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<p><br />
<br /></p>
<hr />
<p><br />
<br /></p>
<h1 id="did-we-miss-anything">Did we miss anything?</h1>
<h2 id="send-us-a-tip">Send us a tip!</h2>
<p>Write a direct message to <a href="https://twitter.com/pie_daddy" target="_blank">Alexander Pirogov</a> or <a href="https://twitter.com/VictorStepanov" target="_blank">Victor Stepanov</a>.</p>
<p><br />
<br /></p>
Toolsmiths GDC 2019 Guide2019-03-06T18:11:38+00:00http://TheToolsmiths.github.io/2019/03/06/gdc-2019-toolsmiths-guide<p>There are around 760+ sessions/tutorials/events at GDC 2019, finding the sessions that a tools developer would be interested in takes time. Below you will find a list of sessions that can become the base for your tools developer GDC 2019 experience, whether you plan on attending or you will be viewing post-factum. As like <a href="http://thetoolsmiths.org/2018/02/26/gdc-2018-toolsmiths-guide/">last years guide</a> some talks that are mentioned here are not 100% tool centered, but in any case, can provide inspiration and a different perspective. Understanding how the users of our tools work is paramount for the success of our tools.</p>
<p><a href="https://schedule.gdconf.com/filter-type/tutorials/tools-tutorial-day">Tools Tutorial Day</a> is back for the second year! <a href="https://twitter.com/gorlak">Geoff Evans</a> and <a href="https://twitter.com/davidlightbown">David Lightbown</a> have organized and selected the best Tool Centered Talks from experts around the industry. The Tools Tutorial Day is a day-long collection of sessions that are made by Tools Developers for Tools Developers. The sessions will all be recorded so don’t worry if you can’t attend.</p>
<p>There will be tools centered roundtables hosted by David Lightbown and Geoff Evans. These sessions are not recorded, but we have some community members that are planning to take notes during the roundtables. So if you can’t attend we will have the notes ready in the Toolsmiths Codex in the <a href="http://thetoolsmiths.org/codex/gdc/">GDC roundtables section</a>.</p>
<ul>
<li>Tools Design Roundtable (hosted by <strong>David Lightbown</strong>)</li>
<li>Technical Issues in Tools Development Roundtable (hosted by <strong>Geoff Evans</strong>)</li>
</ul>
<h4 id="key-words--key-roles">Key Words & Key Roles</h4>
<p>This year the list of topics of interest has grown, and I have tried to make navigating this list easier by providing helper labels that will hint what Tool Developer roles might be interested in this session.
Just use the find feature of your web browser and type one of the following key terms.</p>
<p>Here is the list of roles that you can use to search:</p>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p>Furthermore, you can search the list by using the following keywords:</p>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Workflows</li>
<li class="tag_box_v2"> QA</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> VFX</li>
<li class="tag_box_v2"> Art</li>
<li class="tag_box_v2"> Production</li>
</ul>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> AI</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Machine Learning</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<h4 id="how-to-use-this-list">How to use this list</h4>
<ul>
<li>If you are going to GDC, you can follow the links in the list below to create a schedule for yourself. Alternatively, if you already have a plan, you can check and make sure you don’t miss out on anything you would enjoy.</li>
<li>If you are not going, you can still look forward to watching sessions that you want to see in the GDC Vault.</li>
</ul>
<p>Sessions marked with Toolsmiths icon - <img src="https://thetoolsmiths.org/favicon.ico" /> point to sessions that you should consider going to because you are 100% guaranteed to find insight as a Tools Developer.</p>
<p>I’m sure that you can find a session that will inspire you to make something great!</p>
<h3 id="tools-tutorial-day-full-day">Tools Tutorial Day (Full Day)</h3>
<h4 id="-tools-tutorial-day-the-system-of-tools-reducing-frustration-in-a-daily-workflow"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-tutorial-day-the-system-of-tools-reducing-frustration-in-a-daily-workflow/864299">Tools Tutorial Day: The System of Tools: Reducing Frustration in a Daily Workflow</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> 343 Industries</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-tools-tutorial-day-tooling-for-small-team-workflows"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-tutorial-day-tooling-for-small-team-workflows/865141">Tools Tutorial Day: Tooling for Small Team Workflows</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Bungie</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-tools-tutorial-day-shipping-features-responsibly"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-tutorial-day-shipping-features-responsibly/865579">Tools Tutorial Day: Shipping Features Responsibly</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Infinity Ward</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-tools-tutorial-day-analyzing-for-workflow-reduction-from-many-to-one-to-zero"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-tutorial-day-analyzing-for-workflow-reduction-from-many-to-one-to-zero/864300">Tools Tutorial Day: Analyzing for Workflow Reduction: From Many to One to Zero</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Machine Zone</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
</ul>
<p><br /></p>
<h4 id="-tools-tutorial-day-perfecting-workflows-tool-development-to-empower-designers"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-tutorial-day-perfecting-workflows-tool-development-to-empower-designers/865142">Tools Tutorial Day: Perfecting Workflows: Tool Development to Empower Designers</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> the Good Evil GmbH</li>
<li class="tag_box_v2"> Workflows</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="-tools-tutorial-day-9-things-learned-while-building-frostbites-cinematics-tools"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-tutorial-day-9-things-learned-while-building-frostbites-cinematics-tools/865143">Tools Tutorial Day: 9 Things Learned While Building Frostbite’s Cinematics Tools</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Electronic Arts</li>
<li class="tag_box_v2"> Cinematic Tools</li>
<li class="tag_box_v2"> Lessons Learned </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-tools-tutorial-day-the-science-of-customer-focused-tools-development"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-tutorial-day-the-science-of-customer-focused-tools-development/865144">Tools Tutorial Day: The Science of Customer-Focused Tools Development</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Bungie</li>
<li class="tag_box_v2"> User Feedback</li>
<li class="tag_box_v2"> UX </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-tools-tutorial-day-3d-asset-recognition-with-deep-learning"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-tutorial-day-3d-asset-recognition-with-deep-learning/865145">Tools Tutorial Day: 3D Asset Recognition with Deep Learning</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Ubisoft</li>
<li class="tag_box_v2"> Machine Learning</li>
<li class="tag_box_v2"> UX </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<hr />
<h3 id="roundtables">Roundtables</h3>
<h4 id="-tools-design-roundtable-day-1-design"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-1-design/860086">Tools Design Roundtable Day 1: Design</a></h4>
<ul class="inline">
<li class="tag_box_v2">Tool Design</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> UI</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> Art</li>
<li class="tag_box_v2"> Prototyping</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-tools-design-roundtable-day-2-production"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-design-roundtable-day-2-production/860087">Tools Design Roundtable Day 2: Production</a></h4>
<ul class="inline">
<li class="tag_box_v2"> Production</li>
<li class="tag_box_v2"> Tickets</li>
<li class="tag_box_v2"> Request systems</li>
<li class="tag_box_v2"> Request handling</li>
<li class="tag_box_v2"> User informing</li>
<li class="tag_box_v2"> Communication</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-technical-issues-in-tools-development-roundtable-day-1-pipeline"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/technical-issues-in-tools-development-roundtable-day-1-pipeline/860571">Technical Issues in Tools Development Roundtable Day 1: Pipeline</a></h4>
<ul class="inline">
<li class="tag_box_v2">Technologies</li>
<li class="tag_box_v2"> Best Practices</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Asset Organization</li>
<li class="tag_box_v2"> Product Mastering</li>
<li class="tag_box_v2"> Product Patching</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-technical-issues-in-tools-development-roundtable-day-2-tools"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/technical-issues-in-tools-development-roundtable-day-2-tools/865240">Technical Issues in Tools Development Roundtable Day 2: Tools</a></h4>
<ul class="inline">
<li class="tag_box_v2">Game Development Tools</li>
<li class="tag_box_v2"> Plug-ins</li>
<li class="tag_box_v2"> Pipelines</li>
<li class="tag_box_v2"> Service </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-technical-issues-in-tools-development-roundtable-day-3-assets"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/technical-issues-in-tools-development-roundtable-day-3-assets/865241">Technical Issues in Tools Development Roundtable Day 3: Assets</a></h4>
<ul class="inline">
<li class="tag_box_v2">Revision Control</li>
<li class="tag_box_v2"> Asset Production</li>
<li class="tag_box_v2"> Branching/Continuous Integration</li>
<li class="tag_box_v2"> Automated testing</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-roundtable-day-1"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-1/860586">Technical Artist Roundtable Day 1</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Asset Tracking</li>
<li class="tag_box_v2"> Tools</li>
<li class="tag_box_v2"> Scripting</li>
<li class="tag_box_v2"> Shaders</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-roundtable-day-2"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-2/865238">Technical Artist Roundtable Day 2</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Asset Tracking</li>
<li class="tag_box_v2"> Tools</li>
<li class="tag_box_v2"> Scripting</li>
<li class="tag_box_v2"> Shaders</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-roundtable-day-3"><a href="https://schedule.gdconf.com/session/technical-artist-roundtable-day-3/865239">Technical Artist Roundtable Day 3</a></h4>
<ul class="inline">
<li class="tag_box_v2">Pipeline</li>
<li class="tag_box_v2"> Asset Tracking</li>
<li class="tag_box_v2"> Tools</li>
<li class="tag_box_v2"> Scripting</li>
<li class="tag_box_v2"> Shaders</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="game-audio-programming-roundtable-day-1-game-integration"><a href="https://schedule.gdconf.com/session/game-audio-programming-roundtable-day-1-game-integration/860254">Game Audio Programming Roundtable Day 1: Game Integration</a></h4>
<ul class="inline">
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Audio</li>
<li class="tag_box_v2"> Game Engine Integration</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="visual-effects-roundtable-day-1"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-1/860654">Visual Effects Roundtable Day 1</a></h4>
<ul class="inline">
<li class="tag_box_v2">VFX</li>
<li class="tag_box_v2"> Techniques</li>
<li class="tag_box_v2"> Approaches</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="visual-effects-roundtable-day-2-artistic-lens"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-2-artistic-lens/865236">Visual Effects Roundtable Day 2: Artistic Lens</a></h4>
<ul class="inline">
<li class="tag_box_v2">VFX</li>
<li class="tag_box_v2"> Art Direction</li>
<li class="tag_box_v2"> Art</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="visual-effects-roundtable-day-3-technical-lens"><a href="https://schedule.gdconf.com/session/visual-effects-roundtable-day-3-technical-lens/865237">Visual Effects Roundtable Day 3: Technical Lens</a></h4>
<ul class="inline">
<li class="tag_box_v2">Techniques</li>
<li class="tag_box_v2"> Approaches</li>
<li class="tag_box_v2"> Technology</li>
<li class="tag_box_v2"> Post Processing</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="ux-roundtable-day-1-ux-design-in-the-industry"><a href="https://schedule.gdconf.com/session/ux-roundtable-day-1-ux-design-in-the-industry/860684">UX Roundtable Day 1: UX Design in the Industry</a></h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="ux-roundtable-day-2-methods"><a href="https://schedule.gdconf.com/session/ux-roundtable-day-2-methods/865216">UX Roundtable Day 2: Methods</a></h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="ux-roundtable-day-3-tools"><a href="https://schedule.gdconf.com/session/ux-roundtable-day-3-tools/865217">UX Roundtable Day 3: Tools</a></h4>
<ul class="inline">
<li class="tag_box_v2">Design</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="animation-roundtable-day-1-anticipation"><a href="https://schedule.gdconf.com/session/animation-roundtable-day-1-anticipation/860413">Animation Roundtable Day 1: Anticipation</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Technical Animator</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="animation-roundtable-day-2-staging"><a href="https://schedule.gdconf.com/session/animation-roundtable-day-2-staging/865205">Animation Roundtable Day 2: Staging</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Technical Animator</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="animation-roundtable-day-3-follow-through"><a href="https://schedule.gdconf.com/session/animation-roundtable-day-3-follow-through/865206">Animation Roundtable Day 3: Follow-Through</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Technical Animator</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="games-research-and-user-experience-roundtable-bringing-experts-and-beginners-together-presented-by-igda"><a href="https://schedule.gdconf.com/session/games-research-and-user-experience-roundtable-bringing-experts-and-beginners-together-presented-by-igda/865696">Games Research and User Experience Roundtable: Bringing Experts and Beginners Together (Presented by IGDA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Advocacy</li>
<li class="tag_box_v2"> UX</li>
<li class="tag_box_v2"> UR</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-roundtable-day-1-process"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-1-process/860666">Automated Testing Roundtable Day 1: Process</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-roundtable-day-2-legacy"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-2-legacy/865207">Automated Testing Roundtable Day 2: Legacy</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-roundtable-day-3-implementation"><a href="https://schedule.gdconf.com/session/automated-testing-roundtable-day-3-implementation/865208">Automated Testing Roundtable Day 3: Implementation</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> QA</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="preventing-bugs-the-dark-matter-of-early-qa-roundtable-day-1-definition-and-execution"><a href="https://schedule.gdconf.com/session/preventing-bugs-the-dark-matter-of-early-qa-roundtable-day-1-definition-and-execution/860552">Preventing Bugs: The Dark Matter of Early QA Roundtable Day 1: Definition and Execution</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Processes</li>
<li class="tag_box_v2"> Techniques</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
</ul>
<p><br /></p>
<h4 id="preventing-bugs-the-dark-matter-of-early-qa-roundtable-day-2-communication"><a href="https://schedule.gdconf.com/session/preventing-bugs-the-dark-matter-of-early-qa-roundtable-day-2-communication/865199">Preventing Bugs: The Dark Matter of Early QA Roundtable Day 2: Communication</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Metrics</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
</ul>
<hr />
<h3 id="production">Production</h3>
<h4 id="-bungies-force-multipliers-production-engineers"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/bungies-force-multipliers-production-engineers/860319">Bungie’s Force Multipliers: Production Engineers</a></h4>
<ul class="inline">
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Bungie</li>
<li class="tag_box_v2"> Support</li>
<li class="tag_box_v2"> Game Dev Role </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="tech-toolbox"><a href="https://schedule.gdconf.com/session/tech-toolbox/865380">Tech Toolbox</a></h4>
<ul class="inline">
<li class="tag_box_v2">Indie</li>
<li class="tag_box_v2"> Tools</li>
<li class="tag_box_v2"> solutions </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="superhumans-of-new-york-managing-the-many-faces-in-marvels-spider-man"><a href="https://schedule.gdconf.com/session/superhumans-of-new-york-managing-the-many-faces-in-marvels-spider-man/860509">(Super)Humans of New York: Managing the Many Faces in ‘Marvel’s Spider-Man’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Insomniac Games</li>
<li class="tag_box_v2"> Technical Animator</li>
<li class="tag_box_v2"> TD</li>
<li class="tag_box_v2"> Tech Artist</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-level-up-your-jenkins-reporting"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/level-up-your-jenkins-reporting-/860748">Level Up Your Jenkins Reporting</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Electronic Arts</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="marvels-new-york-a-case-study-in-empowering-your-artists"><a href="https://schedule.gdconf.com/session/marvels-new-york-a-case-study-in-empowering-your-artists/860064">Marvel’s New York: A Case Study in Empowering Your Artists</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Insomniac Games</li>
<li class="tag_box_v2"> Best Practices</li>
<li class="tag_box_v2"> Kanban Board</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="machine-zone-operating-free-to-play-with-rapid-release-cycles-presented-by-machine-zone"><a href="https://schedule.gdconf.com/session/machine-zone-operating-free-to-play-with-rapid-release-cycles-presented-by-machine-zone/865615">Machine Zone: Operating Free-to-Play with Rapid Release Cycles (Presented by Machine Zone)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Machine Zone</li>
<li class="tag_box_v2"> Processes</li>
<li class="tag_box_v2"> Content Releases</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="shotgun-for-production-management-in-games-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/shotgun-for-production-management-in-games-presented-by-autodesk/865528">Shotgun for Production Management in Games (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Autodesk</li>
<li class="tag_box_v2"> Solutions </li>
</ul>
<p><br /></p>
<h4 id="ship-faster-crash-less-and-retain-players-a-story-from-qc-games-and-backtrace-presented-by-backtrace"><a href="https://schedule.gdconf.com/session/ship-faster-crash-less-and-retain-players-a-story-from-qc-games-and-backtrace-presented-by-backtrace/865522">Ship Faster, Crash Less, and Retain Players: A Story from QC Games and Backtrace (Presented by Backtrace)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Backtrace</li>
<li class="tag_box_v2"> QC Games</li>
</ul>
<hr />
<h3 id="version-control">Version Control</h3>
<h4 id="--pipeline-support-for-feature-branches-in-destiny"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/pipeline-support-for-feature-branches-in-destiny/859609">Pipeline Support for Feature Branches in ‘Destiny’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Bungie</li>
<li class="tag_box_v2"> Content Merging</li>
<li class="tag_box_v2"> Data Caching</li>
<li class="tag_box_v2"> Workflow</li>
<li class="tag_box_v2"> Agile </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<hr />
<h3 id="remaster">Remaster</h3>
<h4 id="beyond-the-remake-of-shadow-of-the-colossus-a-technical-perspective"><a href="https://schedule.gdconf.com/session/beyond-the-remake-of-shadow-of-the-colossus-a-technical-perspective/861070">Beyond the Remake of ‘Shadow of the Colossus’: A Technical Perspective</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Bluepoint Games</li>
<li class="tag_box_v2"> AAA</li>
<li class="tag_box_v2"> Remaster</li>
<li class="tag_box_v2"> Technical Requirements </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="game-preservation-best-practices-a-real-life-ea-case-study"><a href="https://schedule.gdconf.com/session/game-preservation-best-practices-a-real-life-ea-case-study-/860762">Game Preservation Best Practices: A Real Life EA Case Study</a></h4>
<ul class="inline">
<li class="tag_box_v2">Electronic Arts</li>
<li class="tag_box_v2"> Production</li>
<li class="tag_box_v2"> AAA</li>
<li class="tag_box_v2"> Remaster </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<hr />
<h3 id="programming">Programming</h3>
<h4 id="-the-future-of-scene-description-on-god-of-war"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/the-future-of-scene-description-on-god-of-war/860114">The Future of Scene Description on ‘God of War’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Sony Santa Monica Studio</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="bridging-the-open-source-and-game-industries-roundtable-presented-by-igda"><a href="https://schedule.gdconf.com/session/bridging-the-open-source-and-game-industries-roundtable-presented-by-igda/865663">Bridging the Open Source and Game Industries Roundtable (Presented by IGDA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">IGDA</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Open Source</li>
<li class="tag_box_v2"> Advocacy </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="marvels-spider-man-a-technical-postmortem"><a href="https://schedule.gdconf.com/session/marvels-spider-man-a-technical-postmortem/864429">‘Marvel’s Spider-Man’: A Technical Postmortem</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Insomniac Games</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="back-to-the-future-working-with-deterministic-simulation-in-for-honor"><a href="https://schedule.gdconf.com/session/back-to-the-future-working-with-deterministic-simulation-in-for-honor/861172">Back to the Future! Working with Deterministic Simulation in ‘For Honor’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Ubisoft Montreal</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="-tools-for-marvels-spider-man-editing-with-immutable-data"><img src="https://thetoolsmiths.org/favicon.ico" /> <a href="https://schedule.gdconf.com/session/tools-for-marvels-spider-man-editing-with-immutable-data/860205">Tools for ‘Marvel’s Spider-Man’: Editing with Immutable Data</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Insomniac Games</li>
<li class="tag_box_v2"> C++ </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="everyone-watching-this-is-fired"><a href="https://schedule.gdconf.com/session/everyone-watching-this-is-fired/865177">Everyone Watching This Is Fired</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Unity Technologies</li>
<li class="tag_box_v2"> Data-Oriented Design</li>
<li class="tag_box_v2"> Problem Solving</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="compiling-your-story-using-techniques-from-compiler-design-to-check-your-narrative"><a href="https://schedule.gdconf.com/session/compiling-your-story-using-techniques-from-compiler-design-to-check-your-narrative/861033">Compiling Your Story: Using Techniques from Compiler Design to Check Your Narrative</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Secret Lab</li>
<li class="tag_box_v2"> Open Source Tools</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="math-for-game-developers-understanding-and-tracing-numerical-errors-in-c"><a href="https://schedule.gdconf.com/session/math-for-game-developers-understanding-and-tracing-numerical-errors-in-c/865358">Math for Game Developers: Understanding and Tracing Numerical Errors in C++</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Dtecta</li>
<li class="tag_box_v2"> Floating-Point</li>
<li class="tag_box_v2"> C++</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="ux">UX</h3>
<h4 id="building-buy-in-creating-design-tools-for-better-player-experiences-at-ea"><a href="https://schedule.gdconf.com/session/building-buy-in-creating-design-tools-for-better-player-experiences-at-ea/863064">Building Buy-In: Creating Design Tools for Better Player Experiences at EA</a></h4>
<ul class="inline">
<li class="tag_box_v2">UX</li>
<li class="tag_box_v2"> EA</li>
<li class="tag_box_v2"> EA DICE</li>
<li class="tag_box_v2"> Buy-In</li>
<li class="tag_box_v2"> Lessons Learned </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="technical-tools-for-authoring-branching-dialogue"><a href="https://schedule.gdconf.com/session/technical-tools-for-authoring-branching-dialogue/862202">Technical Tools for Authoring Branching Dialogue</a></h4>
<ul class="inline">
<li class="tag_box_v2">Game Narrative</li>
<li class="tag_box_v2"> Obsidian Entertainment</li>
<li class="tag_box_v2"> Conversation</li>
<li class="tag_box_v2"> Editor </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<hr />
<h3 id="technical-art">Technical Art</h3>
<h4 id="technical-artist-bootcamp-cementing-your-duct-tape-turning-hacks-into-tools"><a href="https://schedule.gdconf.com/session/technical-artist-bootcamp-cementing-your-duct-tape-turning-hacks-into-tools/863956">Technical Artist Bootcamp: Cementing Your Duct Tape: Turning Hacks into Tools</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> The Creative Assembly</li>
<li class="tag_box_v2"> Lessons Learned</li>
<li class="tag_box_v2"> Automation </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-bootcamp-understanding-constraints-a-framework-for-tech-art-decision-making--tech-art-at-scale-supporting-2000-users"><a href="https://schedule.gdconf.com/session/technical-artist-bootcamp-understanding-constraints-a-framework-for-tech-art-decision-making-tech-art-at-scale-supporting-2000-users/864312">Technical Artist Bootcamp: “Understanding Constraints: A Framework for Tech Art Decision Making” & “Tech Art at Scale: Supporting 2,000 Users”</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Remedy Entertainment</li>
<li class="tag_box_v2"> SideFX Software</li>
<li class="tag_box_v2"> Art Pipeline</li>
<li class="tag_box_v2"> Large Scale </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="technical-artist-bootcamp-the-dual-power-of-metanodes-in-maya"><a href="https://schedule.gdconf.com/session/technical-artist-bootcamp-the-dual-power-of-metanodes-in-maya/864313">Technical Artist Bootcamp: The Dual Power of Metanodes in Maya</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> ArenaNet</li>
<li class="tag_box_v2"> Python</li>
<li class="tag_box_v2"> DCC pipeline </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="machine-learning">Machine Learning</h3>
<h4 id="ml-tutorial-day-machine-learning-for-everyday-programming"><a href="https://schedule.gdconf.com/session/ml-tutorial-day-machine-learning-for-everyday-programming/861334">ML Tutorial Day: Machine Learning for Everyday Programming</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Activision</li>
<li class="tag_box_v2"> Machine Learning </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
<li class="tag_box_v3"> Infrastructure & Reliability Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="rethinking-your-performance-capture-pipeline-with-machine-learning"><a href="https://schedule.gdconf.com/session/rethinking-your-performance-capture-pipeline-with-machine-learning/863959">Rethinking Your Performance Capture Pipeline with Machine Learning</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Ubisoft</li>
<li class="tag_box_v2"> Processing Pipelines</li>
<li class="tag_box_v2"> Motion Capture</li>
<li class="tag_box_v2"> Data Processing </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="a-new-era-of-performance-capture-with-machine-learning"><a href="https://schedule.gdconf.com/session/a-new-era-of-performance-capture-with-machine-learning/860568">A New Era of Performance Capture with Machine Learning</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Ubisoft Montreal</li>
<li class="tag_box_v2"> Motion Capture</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="ml-tutorial-day-from-motion-matching-to-motion-synthesis-and-all-the-hurdles-in-between"><a href="https://schedule.gdconf.com/session/ml-tutorial-day-from-motion-matching-to-motion-synthesis-and-all-the-hurdles-in-between/864956">ML Tutorial Day: From Motion Matching to Motion Synthesis, and All the Hurdles In Between</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Electronic Arts</li>
<li class="tag_box_v2"> Pipeline</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="the-alchemy-and-science-of-machine-learning-for-games"><a href="https://schedule.gdconf.com/session/the-alchemy-and-science-of-machine-learning-for-games/860687">The Alchemy and Science of Machine Learning for Games</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Ubisoft Montreal</li>
<li class="tag_box_v2"> Production Services Studio</li>
<li class="tag_box_v2"> Production</li>
<li class="tag_box_v2"> Workflows </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="super-powering-technical-artists-using-deep-learning"><a href="https://schedule.gdconf.com/session/super-powering-technical-artists-using-deep-learning/861329">Super Powering Technical Artists Using Deep Learning</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Unity Technologies</li>
<li class="tag_box_v2"> World Building</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="unity-ai-and-machine-learning-tools-for-behavior-creation-presented-by-unity-technologies"><a href="https://schedule.gdconf.com/session/unity-ai-and-machine-learning-tools-for-behavior-creation-presented-by-unity-technologies/865587">Unity AI and Machine Learning Tools for Behavior Creation (Presented by Unity Technologies)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Unity Lab</li>
<li class="tag_box_v2"> Unity Technologies</li>
<li class="tag_box_v2"> Programming</li>
</ul>
<p><br /></p>
<h4 id="getting-started-with-machine-learning-and-artificial-intelligence-presented-by-amazon"><a href="https://schedule.gdconf.com/session/getting-started-with-machine-learning-and-artificial-intelligence-presented-by-amazon/865542">Getting Started with Machine Learning and Artificial Intelligence (Presented by Amazon)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Amazon</li>
</ul>
<p><br /></p>
<h4 id="image-to-image-translation-for-content-creation-presented-by-nvidia"><a href="https://schedule.gdconf.com/session/image-to-image-translation-for-content-creation-presented-by-nvidia/865267">Image-to-Image Translation for Content Creation (Presented by NVIDIA)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> NVIDIA</li>
</ul>
<hr />
<h3 id="procedural">Procedural</h3>
<h4 id="procedural-generation-of-cinematic-dialogues-in-assassins-creed-odyssey"><a href="https://schedule.gdconf.com/session/procedural-generation-of-cinematic-dialogues-in-assassins-creed-odyssey/862873">Procedural Generation of Cinematic Dialogues in ‘Assassin’s Creed Odyssey’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Ubisoft</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Dialogue </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="procedurally-crafting-manhattan-for-marvels-spider-man"><a href="https://schedule.gdconf.com/session/procedurally-crafting-manhattan-for-marvels-spider-man/861256">Procedurally Crafting Manhattan for ‘Marvel’s Spider-Man’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Insomniac Games</li>
<li class="tag_box_v2"> Open World</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="marvels-spider-man-procedural-lighting-tools"><a href="https://schedule.gdconf.com/session/marvels-spider-man-procedural-lighting-tools/860318">‘Marvel’s Spider-Man’: Procedural Lighting Tools</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Insomniac Games</li>
<li class="tag_box_v2"> Environment </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="math-for-game-developers-procedural-mesh-animation-with-non-linear-transforms"><a href="https://schedule.gdconf.com/session/math-for-game-developers-procedural-mesh-animation-with-non-linear-transforms/865357">Math for Game Developers: Procedural Mesh Animation with Non-Linear Transforms</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Hidden Path Entertainment</li>
<li class="tag_box_v2"> Technical Animator</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="math-for-game-developers-tile-based-map-generation-using-wave-function-collapse-in-caves-of-qud"><a href="https://schedule.gdconf.com/session/math-for-game-developers-tile-based-map-generation-using-wave-function-collapse-in-caves-of-qud/865365">Math for Game Developers: Tile-Based Map Generation using Wave Function Collapse in ‘Caves of Qud’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Freehold Games</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Map Generation </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="math-for-game-developers-end-to-end-procedural-generation-in-caves-of-qud"><a href="https://schedule.gdconf.com/session/math-for-game-developers-end-to-end-procedural-generation-in-caves-of-qud/865368">Math for Game Developers: End-to-End Procedural Generation in ‘Caves of Qud’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Freehold Games</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Generative Systems </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
</ul>
<p><br /></p>
<h4 id="advanced-graphics-techniques-tutorial-four-million-acres-seriously-gpu-based-procedural-terrains-in-serious-sam-4-planet-badass"><a href="https://schedule.gdconf.com/session/advanced-graphics-techniques-tutorial-four-million-acres-seriously-gpu-based-procedural-terrains-in-serious-sam-4-planet-badass/865029">Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GPU-Based Procedural Terrains in ‘Serious Sam 4: Planet Badass’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Croteam</li>
<li class="tag_box_v2"> Procedural Generation</li>
<li class="tag_box_v2"> GPU</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="reaching-goals-with-3ds-max-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/reaching-goals-with-3ds-max-presented-by-autodesk/865526">Reaching Goals with 3ds Max (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Procedural</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Autodesk </li>
</ul>
<p><br /></p>
<h4 id="marvels-spider-man-a-deep-dive-into-the-look-creation-of-manhattan-presented-by-substance"><a href="https://schedule.gdconf.com/session/marvels-spider-man-a-deep-dive-into-the-look-creation-of-manhattan-presented-by-substance/865331">‘Marvel’s Spider-Man’: A Deep Dive into the Look Creation of Manhattan (Presented by Substance)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Open World</li>
<li class="tag_box_v2"> Procedural Systems </li>
</ul>
<p><br /></p>
<h4 id="introducing-directml-how-to-move-machine-learning-from-research-into-production-presented-by-microsoft"><a href="https://schedule.gdconf.com/session/introducing-directml-how-to-move-machine-learning-from-research-into-production-presented-by-microsoft/865428">Introducing DirectML: How to Move Machine Learning from Research into Production (Presented by Microsoft)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Team Xbo</li>
<li class="tag_box_v2"> Silicon Graphics & Medi</li>
</ul>
<hr />
<h3 id="ai-enhanced-content-authoring">AI-enhanced content authoring</h3>
<h4 id="art-direction-bootcamp-building-a-creative-future-with-artificial-intelligence"><a href="https://schedule.gdconf.com/session/art-direction-bootcamp-building-a-creative-future-with-artificial-intelligence/865172">Art Direction Bootcamp: Building a Creative Future with Artificial Intelligence</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Promethean AI</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="ml-tutorial-day-toward-deep-generative-models-in-game-development"><a href="https://schedule.gdconf.com/session/ml-tutorial-day-toward-deep-generative-models-in-game-development/865013">ML Tutorial Day: Toward Deep Generative Models in Game Development</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> EA SEED</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<hr />
<h3 id="testing">Testing</h3>
<h4 id="automated-testing-using-ai-controlled-players-to-test-the-division"><a href="https://schedule.gdconf.com/session/automated-testing-using-ai-controlled-players-to-test-the-division/860834">Automated Testing: Using AI Controlled Players to Test ‘The Division’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Ubisoft</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
</ul>
<p><br /></p>
<h4 id="ai-for-testing-the-development-of-bots-that-play-battlefield-v"><a href="https://schedule.gdconf.com/session/ai-for-testing-the-development-of-bots-that-play-battlefield-v/861805">AI for Testing: The Development of Bots that Play ‘Battlefield V’</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI</li>
<li class="tag_box_v2"> Electronic Arts</li>
<li class="tag_box_v2"> Testing</li>
<li class="tag_box_v2"> Bots </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
</ul>
<p><br /></p>
<h4 id="automated-testing-of-gameplay-features-in-sea-of-thieves"><a href="https://schedule.gdconf.com/session/automated-testing-of-gameplay-features-in-sea-of-thieves/860513">Automated Testing of Gameplay Features in ‘Sea of Thieves’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Rare</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Infrastructure & Reliability Dev</li>
</ul>
<p><br /></p>
<hr />
<h3 id="ai">AI</h3>
<h4 id="balancing-nightmares-an-ai-approach-to-balance-games-with-overwhelming-amounts-of-data"><a href="https://schedule.gdconf.com/session/balancing-nightmares-an-ai-approach-to-balance-games-with-overwhelming-amounts-of-data/860164">Balancing Nightmares: An AI Approach to Balance Games with Overwhelming Amounts of Data</a></h4>
<ul class="inline">
<li class="tag_box_v2">Programming</li>
<li class="tag_box_v2"> Production & Team Management</li>
<li class="tag_box_v2"> Square Enix Co</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Pipeline Dev</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="experimental-ai-for-games"><a href="https://schedule.gdconf.com/session/experimental-ai-for-games/865636">Experimental AI for Games</a></h4>
<ul class="inline">
<li class="tag_box_v2">AI</li>
<li class="tag_box_v2"> Solutions</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
</ul>
<p><br /></p>
<hr />
<h3 id="audio">Audio</h3>
<h4 id="audio-bootcamp-xviii-how-a-systemic-approach-to-game-audio-increased-creativity-and-productivity-for-assassins-creed-odyssey"><a href="https://schedule.gdconf.com/session/audio-bootcamp-xviii-how-a-systemic-approach-to-game-audio-increased-creativity-and-productivity-for-assassins-creed-odyssey/864024">Audio Bootcamp XVIII: How a Systemic Approach to Game Audio Increased Creativity and Productivity for ‘Assassin’s Creed Odyssey’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Audio</li>
<li class="tag_box_v2"> Ubisoft Quebec</li>
<li class="tag_box_v2"> Iteration</li>
<li class="tag_box_v2"> Productivity </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="magic-markers"><a href="https://schedule.gdconf.com/session/magic-markers/861108">Magic Markers</a></h4>
<ul class="inline">
<li class="tag_box_v2">Audio</li>
<li class="tag_box_v2"> Design</li>
<li class="tag_box_v2"> Disney Games</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<hr />
<h3 id="animation">Animation</h3>
<h4 id="animation-bootcamp-animation-tricks-of-the-trade"><a href="https://schedule.gdconf.com/session/animation-bootcamp-animation-tricks-of-the-trade/864310">Animation Bootcamp: Animation Tricks of the Trade</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Sony Santa Monica Studio</li>
<li class="tag_box_v2"> OddBird</li>
<li class="tag_box_v2"> Moon Studios</li>
<li class="tag_box_v2"> 'Cuphead'</li>
<li class="tag_box_v2"> The Molasses Flood</li>
<li class="tag_box_v2"> League of Geeks</li>
<li class="tag_box_v2"> Technical Animator</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="maximizing-animation-and-cinematic-content-workflows-for-just-cause-4"><a href="https://schedule.gdconf.com/session/maximizing-animation-and-cinematic-content-workflows-for-just-cause-4/861202">Maximizing Animation and Cinematic Content Workflows for ‘Just Cause 4’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Avalanche Studios</li>
<li class="tag_box_v2"> Maya</li>
<li class="tag_box_v2"> MotionBuilder</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Pipeline Dev</li>
</ul>
<p><br /></p>
<h4 id="animation-bootcamp-god-of-war--breathing-new-life-into-a-hardened-spartan"><a href="https://schedule.gdconf.com/session/animation-bootcamp-god-of-war-breathing-new-life-into-a-hardened-spartan/864305">Animation Bootcamp: ‘God of War’: Breathing New Life into a Hardened Spartan</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Sony Santa Monica Studio</li>
<li class="tag_box_v2"> Animation Process</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="animation-bootcamp-animation-microtalks"><a href="https://schedule.gdconf.com/session/animation-bootcamp-animation-microtalks/864311">Animation Bootcamp: Animation Microtalks</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Blizzard Entertainment</li>
<li class="tag_box_v2"> Vicarious Visions</li>
<li class="tag_box_v2"> Chump Squad</li>
<li class="tag_box_v2"> Harmonix Music Systems</li>
<li class="tag_box_v2"> Patriot Act with Hasan Minhaj</li>
<li class="tag_box_v2"> Kotaku</li>
<li class="tag_box_v2"> NexonOC</li>
<li class="tag_box_v2"> BioWare</li>
<li class="tag_box_v2"> Pocket Gems</li>
<li class="tag_box_v2"> Google Daydream</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="maya-2019-faster-animation-artist-workflows-and-the-future-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/maya-2019-faster-animation-artist-workflows-and-the-future-presented-by-autodesk/865525">Maya 2019: Faster Animation, Artist Workflows, and the Future (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Autodesk</li>
<li class="tag_box_v2"> Allegorithmic</li>
</ul>
<p><br /></p>
<h4 id="introducing-the-new-animation-rigging-features-presented-by-unity-technologies"><a href="https://schedule.gdconf.com/session/introducing-the-new-animation-rigging-features-presented-by-unity-technologies/865585">Introducing the New Animation Rigging Features (Presented by Unity Technologies)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Unity Technologies</li>
<li class="tag_box_v2"> Technical Animator</li>
</ul>
<p><br /></p>
<h4 id="new-animation-features-in-unreal-engine-presented-by-epic-games"><a href="https://schedule.gdconf.com/session/new-animation-features-in-unreal-engine-presented-by-epic-games/865576">New Animation Features in Unreal Engine (Presented by Epic Games)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Epic Games</li>
</ul>
<hr />
<h3 id="visual-arts">Visual Arts</h3>
<h4 id="art-direction-bootcamp-building-worlds-through-shape-language"><a href="https://schedule.gdconf.com/session/art-direction-bootcamp-building-worlds-through-shape-language/865169">Art Direction Bootcamp: Building Worlds Through Shape Language</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Patrick Faulwetter Studio</li>
<li class="tag_box_v2"> Art Direction</li>
<li class="tag_box_v2"> Visual Language</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="creating-a-deeper-emotional-connection-the-cinematography-of-god-of-war"><a href="https://schedule.gdconf.com/session/creating-a-deeper-emotional-connection-the-cinematography-of-god-of-war/861272">Creating a Deeper Emotional Connection: The Cinematography of ‘God of War’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Sony Santa Monica Studio</li>
<li class="tag_box_v2"> Cinematic</li>
<li class="tag_box_v2"> Lessons Learned</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="keyframes-and-cardboard-props-the-cinematic-process-behind-god-of-war"><a href="https://schedule.gdconf.com/session/keyframes-and-cardboard-props-the-cinematic-process-behind-god-of-war/861289">Keyframes and Cardboard Props: The Cinematic Process Behind ‘God of War’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Sony Santa Monica Studio</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Animation Process</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="the-art-of-afterparty-the-devils-in-the-details"><a href="https://schedule.gdconf.com/session/the-art-of-afterparty-the-devils-in-the-details/865012">The Art of ‘Afterparty’: The Devil’s in the Details</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Night School Studio</li>
<li class="tag_box_v2"> Workflow</li>
<li class="tag_box_v2"> Production </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">DCC Tool Dev</li>
<li class="tag_box_v3"> Tool UX/UI Designer</li>
</ul>
<p><br /></p>
<h4 id="low-cost-facial-scanning-using-photogrammetry-in-state-of-decay-2"><a href="https://schedule.gdconf.com/session/low-cost-facial-scanning-using-photogrammetry-in-state-of-decay-2/863963">Low Cost Facial Scanning Using Photogrammetry in ‘State of Decay 2’</a></h4>
<ul class="inline">
<li class="tag_box_v2">Visual Arts</li>
<li class="tag_box_v2"> Undead Labs</li>
<li class="tag_box_v2"> Low Budget</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="autodesk--unity-powering-immersive-experiences-with-connected-workflows-presented-by-autodesk"><a href="https://schedule.gdconf.com/session/autodesk-unity-powering-immersive-experiences-with-connected-workflows-presented-by-autodesk/865529">Autodesk & Unity: Powering Immersive Experiences with Connected Workflows (Presented by Autodesk)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Pipeline</li>
<li class="tag_box_v2"> Autodesk</li>
<li class="tag_box_v2"> Unity</li>
</ul>
<p><br /></p>
<h4 id="causing-chaos-the-future-of-physics-and-destruction-in-unreal-engine-presented-by-epic-games"><a href="https://schedule.gdconf.com/session/causing-chaos-the-future-of-physics-and-destruction-in-unreal-engine-presented-by-epic-games/865575">Causing Chaos: The Future of Physics and Destruction in Unreal Engine (Presented by Epic Games)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Programming</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Epic</li>
<li class="tag_box_v2"> Interactive Worlds</li>
</ul>
<p><br /></p>
<h4 id="clarisse-ifx-the-revolutionary-environment-creation-tool-for-concept-artists-and-art-directors-presented-by-isotropix"><a href="https://schedule.gdconf.com/session/clarisse-ifx-the-revolutionary-environment-creation-tool-for-concept-artists-and-art-directors-presented-by-isotropix/865223">Clarisse iFX: The Revolutionary Environment Creation Tool for Concept Artists and Art Directors (Presented by Isotropix)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Visual Arts</li>
</ul>
<p><br /></p>
<h4 id="the-division-2-a-world-of-materials-presented-by-substance"><a href="https://schedule.gdconf.com/session/the-division-2-a-world-of-materials-presented-by-substance/865330">The Division 2: A World of Materials (Presented by Substance)</a></h4>
<ul class="inline">
<li class="tag_box_v2">Sponsored Session</li>
<li class="tag_box_v2"> Visual Arts</li>
<li class="tag_box_v2"> Ubisoft Redstorm</li>
<li class="tag_box_v2"> Red Storm Entertainment</li>
</ul>
<hr />
<h3 id="vrar">VR/AR</h3>
<h4 id="mclaren-fast-tracks-supercar-design-using-vr"><a href="https://schedule.gdconf.com/session/mclaren-fast-tracks-supercar-design-using-vr/863709">McLaren Fast-Tracks Supercar Design Using VR</a></h4>
<ul class="inline">
<li class="tag_box_v2">VR</li>
<li class="tag_box_v2"> Vector Suite</li>
<li class="tag_box_v2"> 3D Sketch</li>
<li class="tag_box_v2"> Design Process </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="evolving-mixed-reality-designing-on-the-real-world"><a href="https://schedule.gdconf.com/session/evolving-mixed-reality-designing-on-the-real-world/862979">Evolving Mixed Reality: Designing on the Real World</a></h4>
<ul class="inline">
<li class="tag_box_v2">VR</li>
<li class="tag_box_v2"> Unity</li>
<li class="tag_box_v2"> Magic Leap</li>
<li class="tag_box_v2"> Microsoft Research</li>
<li class="tag_box_v2"> Development Tools</li>
<li class="tag_box_v2"> Solutions </li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool UX/UI Designer</li>
<li class="tag_box_v3"> Tool Lead</li>
</ul>
<p><br /></p>
<hr />
<h3 id="leadership">Leadership</h3>
<h4 id="leadership-working-at-the-heart-of-the-team-2019"><a href="https://schedule.gdconf.com/session/leadership-working-at-the-heart-of-the-team-2019/859578">Leadership: Working at the Heart of the Team 2019</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Shonkventures</li>
<li class="tag_box_v2"> Big Huge Games</li>
<li class="tag_box_v2"> EA Motive</li>
<li class="tag_box_v2"> Oculus</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="producer-bootcamp-what-when-and-how-managing-information-in-a-positive-and-productive-way"><a href="https://schedule.gdconf.com/session/producer-bootcamp-what-when-and-how-managing-information-in-a-positive-and-productive-way/864932">Producer Bootcamp: What, When and How? Managing Information in a Positive and Productive Way</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> System Era Softworks</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="producer-bootcamp-a-producers-guide-to-enabling-intrinsically-motivated-teams"><a href="https://schedule.gdconf.com/session/producer-bootcamp-a-producers-guide-to-enabling-intrinsically-motivated-teams-/864924">Producer Bootcamp: A Producer’s Guide to Enabling Intrinsically Motivated Teams</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Netflix</li>
<li class="tag_box_v2"> ILMxLAB</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="creating-high-performing-teams-cast-an-ensemble"><a href="https://schedule.gdconf.com/session/creating-high-performing-teams-cast-an-ensemble/861049">Creating High Performing Teams: Cast an Ensemble</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Rovio</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
</ul>
<p><br /></p>
<h4 id="producer-bootcamp-fix-your-broken-meetings"><a href="https://schedule.gdconf.com/session/producer-bootcamp-fix-your-broken-meetings/861388">Producer Bootcamp: Fix Your Broken Meetings</a></h4>
<ul class="inline">
<li class="tag_box_v2">Production & Team Management</li>
<li class="tag_box_v2"> Volition</li>
</ul>
<ul class="inline">
<li class="tag_box_v3">Tool Lead</li>
</ul>
<p><br /></p>