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Session Name:

Creating Truly Scalable Game Engines - Console to Mobile (Presented by Imagination Technologies)


In this session, we will discuss the challenges of developing a truly scalable game engine - current gen console to embedded devices - with our panel of industry veterans.

How does the wide range of device capabilities affect art pipelines? Do the reduced-overhead APIs, such as Apple's Metal, enable features that would not be possible with traditional APIs? Is the cost of supporting an increasing number of graphics APIs becoming a development bottleneck? Is it feasible for small studios to take on this challenge, or is it only cost effective for large-scale game and middleware development?

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  • GDC 2015
  • Josh Adams
  • Epic Games
  • Johan Andersson
  • Electronic Arts, Frostbite Engine Team
  • Julien Merceron
  • Konami
  • Aras Pranckevicius
  • Unity Technologies
  • Rys Sommefeldt
  • Imagination Technologies
  • free content
  • Programming
  • Programming