Wonderful illustrated information. I thank you about that. No doubt it will be very useful for my future projects. Would like to see some other posts on the same subject! badminton rackets
that's all nice but what's the purpose of that there is no consumer hardware that can't handle that in real game enviroment
Yeah I know normally a friendly artist is planning to make one about it
Join the Autodesk Developer Day March 20th in the Moscone Center to meet the Autodesk team and learn about the upcoming projects of the company. Can’t be there? You can always check this page post-GDC to watch their session online for free.
AUTODESK KEYNOTE – 3D TOOLS, PIPELINES, AND THE FUTURE
March 20th, 10:00 AM, Moscone West Room 2024
Developer Day is a great place to come meet the Autodesk team and be part of the conversation. We’ll be sharing everything new from Autodesk – key updates to our 3D tools, new functionality for Shotgun in game production management, and new workflows between Autodesk 3D tools and Unity. Product leadership will share what they are working on to help prepare for the future in games.
AUTODESK AND UNITY – BETTER INTEROP FOR COLLABORATIVE GAME DEVELOPMENT
March 20th, 11:20 AM, Moscone West Room 2024
Making great games is hard enough without worrying about building custom pipelines or fighting with your tools. Last fall, at Unite Austin 2017, Unity and Autodesk announced a collaborative partnership to build more connected workflows between Autodesk 3D tools and the Unity engine. In this session, Autodesk and Unity will give an update on that relationship, what new work has been done to improve the interop between our tools and share a sneak peek at what we’re exploring for the future.
NEW TOOLS IN SHOTGUN FOR PRODUCTION MANAGEMENT IN GAMES
March 20th, 1:20 PM, Moscone West Room 2024
Are you a producer or supervisor who has to manage production for big games with big expectations? Have you experienced sleepless nights because of how difficult it is to track everything you’re supposed to track? Shotgun is a tool well-known for managing huge productions in film, TV, and AAA games. Join us to learn about new games-specific Shotgun updates that will make it easier to integrate all your creative and development tools, so you can stop living in a spreadsheet and know with certainty whether your project is on track.
SHOTGUN CASE STUDIES – EA, CRYSTAL DYNAMICS, AND UBISOFT
March 20th, 2:40PM, Moscone West Room 2024
Keeping track of assets, project status, and task priority are a huge challenge in games. Shotgun is a review and production tracking toolset well known for helping creative teams deliver blockbuster films, epic TV shows, and AAA games at some of the world’s biggest studios. In this session we will hear from three different studios: EA, Crystal Dynamics, and Ubisoft. Presenters will share the most critical challenges their teams face, their approach to integrating Shotgun, and what the pipeline looks like now.
PRODUCTION AND PIPELINE MANAGEMENT, SHARED LEARNING FROM THE TRENCHES
March 20th, 4:00PM, Moscone West Room 2024
Making games at any scale is a delicate balancing act between creative needs, technological realities, and a ship date. Is there a good way for studios to keep up with player expectations while delivering bigger worlds, more interactive gameplay, more complex stories, and higher-level visuals? In this panel we will explore the experiences of production management from people who have extensive experience managing demanding projects. We will learn what has worked or not worked in the past, what their current best practices are, and how they are preparing for the future.
You can learn more about the event here.