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Session Name:

The Challenge of Bringing FEZ to PlayStation Platforms


This session will explore the process of bringing FEZ to the Sony PlayStation platforms. Beginning with the conversion from the existing C# codebase to C++ native code, the talk will then cover memory management without a garbage collector, tuned optimization techniques for each platform, audio engine rewrite, and will finish with special features added to PlayStation builds (Cross-Save, Stereo3D).

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  • GDC Europe 2014
  • Miguel Angel Horna
  • BlitWorks
  • free content
  • Programming
  • Programming