|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|
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?