This session will focus on best work practices when building and editing real-time shaders using Autodesk 3ds Max 8. Shaders will be tackled from the perspective of the artist as well as the programmer. Techniques will be shown that empower the artist to develop and modify shader materials without the assistance of programmers. A technical overview of pipelines will be covered to assist programmers in developing the best integration of their own shaders into 3ds Max 8. In-depth examples of real-world pipelines will be presented by a variety of developers who are relying heavily on shaders for their games. The session is appropriate for both programmers and artists.