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Session Name Creating Truly Scalable Game Engines - Console to Mobile (Presented by Imagination Technologies)
Speaker(s) Josh Adams, Johan Andersson, Julien Merceron, Aras Pranckevicius, Rys Sommefeldt
Company Name(s) Epic Games, Electronic Arts, Frostbite Engine Team, Konami, Unity Technologies, Imagination Technologies
Track / Format Programming
Overview

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?

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


UBM Tech