Context Summary: Jeff Roberts and Fabian Giesen ( two of the experts behind RAD Game Tools' Jason Gregory ( of Naughty Dog discusses the architectural details behind the codebases of large, ...

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Resource Background

Jeff Roberts and Fabian Giesen ( two of the experts behind RAD Game Tools' Marco Koegler ( discusses what's entailed in his work as Technical Director on World of Warcraft at Blizzard, ... An oral history of the development of software texture mapping technology for games featuring Chris Hecker ...

Resource Review Notes

An oral history of the development of software texture mapping technology for games featuring Chris Hecker ... Jason Gregory ( of Naughty Dog discusses the architectural details behind the codebases of large, ...

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  • Marco Koegler ( discusses what's entailed in his work as Technical Director on World of Warcraft at Blizzard, ...
  • Jason Gregory ( of Naughty Dog discusses the architectural details behind the codebases of large, ...
  • Jeff Roberts and Fabian Giesen ( two of the experts behind RAD Game Tools'
  • Chris Butcher from Bungie ( discusses the challenges they faced scaling their asset processing system for ...

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Supporting Media Notes

HandmadeCon 2016 - Compression
HandmadeCon 2016 - Compression Followup
HandmadeCon 2016 - Asset Systems and Scalability
HandmadeCon 2016 - Technical Direction at Blizzard
HandmadeCon 2016 - History of Software Texture Mapping in Games
HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 1)
HandmadeCon 2016 - Large-scale Systems Architecture
HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 2)
HandmadeCon 2015 - Mike Acton
HandmadeCon 2015 - Pat Wyatt
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Review Key Points
HandmadeCon 2016 - Compression

HandmadeCon 2016 - Compression

Jeff Roberts and Fabian Giesen ( two of the experts behind RAD Game Tools'

HandmadeCon 2016 - Compression Followup

HandmadeCon 2016 - Compression Followup

Read more details and related context about HandmadeCon 2016 - Compression Followup.

HandmadeCon 2016 - Asset Systems and Scalability

HandmadeCon 2016 - Asset Systems and Scalability

Chris Butcher from Bungie ( discusses the challenges they faced scaling their asset processing system for ...

HandmadeCon 2016 - Technical Direction at Blizzard

HandmadeCon 2016 - Technical Direction at Blizzard

Marco Koegler ( discusses what's entailed in his work as Technical Director on World of Warcraft at Blizzard, ...

HandmadeCon 2016 - History of Software Texture Mapping in Games

HandmadeCon 2016 - History of Software Texture Mapping in Games

An oral history of the development of software texture mapping technology for games featuring Chris Hecker ...

HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 1)

HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 1)

Read more details and related context about HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 1).

HandmadeCon 2016 - Large-scale Systems Architecture

HandmadeCon 2016 - Large-scale Systems Architecture

Jason Gregory ( of Naughty Dog discusses the architectural details behind the codebases of large, ...

HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 2)

HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 2)

Read more details and related context about HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 2).

HandmadeCon 2015 - Mike Acton

HandmadeCon 2015 - Mike Acton

Read more details and related context about HandmadeCon 2015 - Mike Acton.

HandmadeCon 2015 - Pat Wyatt

HandmadeCon 2015 - Pat Wyatt

Read more details and related context about HandmadeCon 2015 - Pat Wyatt.