Creating a Tools Pipeline for Horizon: Zero Dawn
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- Опубліковано 8 лют 2025
- In this 2017 GDC talk, Guerrilla Games' Dan Sumaili and Sander van der Steen explain how Guerrilla Games defined and implemented a tools pipeline that would support an integrated game development environment.
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Every time they release another video about this game I'm more impressed by what they managed to accomplish.
I have never played the game but I love how technical the talk is. Especially love the terrain/event editor!
Yeah, i was completly overwhelmed when I saw how fast they made the terrain changes for the encounter.
ត៎ថថ៌ន្ ង រ៏ត
I had to make sure I didn't accidentally had playback at 1.5x
The vid was obviously sped up before they uploaded it.
Omg! After NoClip’s documentary, this is such a brilliant surprise!
I want a sequel so much. Horizon was one of the best games I've ever played. And visually, it was the result of all the progress they've made in the Killzone franchise.
Took the words out of my mouth.👌🏾👌🏾
💯% agree
There will be a sequal
You will get a sequel now
How do you feel about the sequel?
I would absolutely love to one day have my own in-house game engine tailored to my specific studio needs.
which would be hella hard
Pretty impressive work
Jira bugs on a map...that's damn cool.
Dan talks in 1.5x speed :D highly efficient
Lol seriously, I had to check if I had accidentally changed the playback speed but realized that's how fast he speaks xD
Huh. The Banuk shaman Aloy prophecy from the trailer seems to be missing from the final game.
Amazing talk!
My dream game is Obsidian developing a Fallout game using the Decima Engine for the strengths of PS5's SSD. Obviously, that will never happen for about fifty reasons.
Now its a pipedream
Let's hope Sony decides to make a first person rpg with the new decima engine
Was KZ Shadowfall running on Decima engine?
good video
neat
💙💙💙
So he says that their games are developed for PC and ported to PS4 for release?
No the engine is PC compatible to make development easier. It's pretty common in console games cause otherwise the iteration time will go from a min or two (compile -> start) to 30-40 min if you need to make a slight asset/code change (compile -> packing -> transfer to console (SLOW) -> start) and every member of the team would require a dev kit even if they only need to look at the game once a month. Way easier to just do the optimisation for console and then have faster PCs which can just handle unoptimized stuff better.
As with any game, they are first developed on PC, and then tested on devkit. Note, that all optimization code is still done against the devkit, and optimizing for a PC is a separate effort.
Jesus this guy talks ridiculously fast.
Is it just me or this guy looks like Anderson Silva ?
i think you mean jacob anderson
@@kidsteveee No, I meant Anderson Silva
I don't understand shit