About this episode
Nicolas Lopez - engine architect at Ubisoft (Assassin's Creed) X: https://x.com/Nicolas_Lopez_Anvil Rendering Architecture: https://www.youtube.com/watch?v=CcYq18bkvyURendering Shadows in Assassin's Creed: https://www.youtube.com/watch?v=yj5pYktC3X8&t Lots of talking points revolve around latest Assassin’s Creed Shadows: https://store.steampowered.com/app/3159330/Assassins_Creed_Shadows/Wookash PodcastShow links: https://podcasters.spotify.com/pod/show/lukasz-scigaSpotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8YgdApple Podcasts: https://podcasts.apple.com/us/podcast/wookash-podcast/id1683109481Youtube: https://www.youtube.com/channel/UC9J9u3apteD0EuFjzRpt71wRSS: https://anchor.fm/s/dd7643a4/podcast/rssX: https://x.com/wookash_podcastChapters:00:00 Let the Journey Begin04:00 What Makes a Game Worth Building?07:54 Perforce: Friend or Nightmare?13:25 When Mono-Repo Actually Works16:07 Shared vs Separate Tech20:47 What Should You Build Yourself?27:35 Reality Check: Game Tech Edition30:27 Rendering Pipeline36:17 Should You Abstract the Renderer?43:03 Testing Graphics48:11 Planning for Multiple Platforms51:32 Where the Bottleneck Really Is53:10 Enter Sharpmake58:22 Modules vs Packages01:02:42 Tools That Actually Help01:06:48 The Editor Question01:13:41 What You Want to Work On01:19:56 Communication: The Real Complexity01:22:07 Engines01:22:31 Final Thoughts & Games You Play