6 days ago · 5:30 PM
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For a new project, choosing the right game engine can be a daunting choice. Will I be locked in? Which one is right for my gameplay? Most of the time, we don't get to make that choice, tech is already there. When is it worth it to improve or build tech in-house and when should we seek commercially available ones? What are the trade offs? How can we bench engine tech?
In this meetup, we will propose a framework to tackle these problems and help solve them. Participants should come out with a clearer sense of all the moving parts that make a great game engine.
Guest speaker Liko-Paul Pinsonnault has been working for over 12 years in the games industry, from in-house middleware to AA and AAA engine, mostly for console titles.
He joined Wargaming in 2016 as Technical Director where he focuses on engine related technologies and development across multiple studios. Liko started as a physics programmer in 2005 and in 2010 he joined Ubisoft Montreal as a lead programmer in their Technology Group, where he focused on physics related tech. In 2012, he joined the dark side and went in production to directly deliver AAA titles as lead engine programmer.
He has participated in a number of titles such as Teen Titan, Monster House and Happy Feet on GameCube, Xbox and PS2; WET, Ghost Recon Future Soldier on X360 and PS3. He shipped Just Dance, Assassin's Creed Unity, Rainbow Six Siege on X360, PC, XboxOne and PS4.
5:30pm – Guests arrive and network
6:00pm – Hello and introduction to speaker
6:10pm – Presentation from Liko
7:00pm – Network/closing
*NOTE: Due to the building being locked at 6pm, please arrive before 6pm.