Podcast thumbnail for In Development

In Development

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by Perforce Software

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11 episodes
Updated Daily
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Podcast Overview

Technical directors, pipeline specialists, and digital creators across games, media, and realtime visualization share how they actually solve production challenges. Host Jase Lindgren goes beyond marketing hype to deliver authentic conversations about the tools, workflows, and technical approaches that power today's most ambitious digital projects. Whether you're managing complex asset pipelines or optimizing collaboration systems, each episode delivers practical insights from industry veterans who understand the real technical hurdles you face. Join us for the production conversations you won't hear anywhere else.

Language

🇺🇲

Publishing Since

10/15/2025

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Recent Episodes

Episode thumbnail for Trading Render Farms for Real-Time at M2 Animation

June 24, 2026

Trading Render Farms for Real-Time at M2 Animation

<p>At M2 Animation, scaling cinematic production meant rethinking everything—from rendering pipelines to how directors interact with scenes.</p><p>Benjamin Foo, CG Supervisor at M2, walks through the studio’s transition from a traditional Maya/Redshift workflow to a real-time, Unreal Engine-based pipeline. What started as a necessity—limited compute power and rising production demands—quickly became a creative advantage.</p><p>Instead of waiting on renders, teams now iterate instantly. Directors can step inside scenes, shape environments in real time, and collaborate more closely with artists. But that shift also brought new challenges—from managing massive asset libraries to balancing visual fidelity with hardware limits.</p><p>Ben shares how M2 builds custom tools, embraces experimentation, and uses Perforce P4 to manage version control across complex productions—all while keeping artists empowered to explore and create.</p><p></p><p>In this episode:</p><ul><li>How M2 transitioned from a traditional render pipeline to Unreal Engine</li><li>Why real-time workflows unlocked faster iteration and creative freedom</li><li>The technical and cultural challenges of scaling cinematic production</li><li>How teams balance visual fidelity, performance, and hardware limits</li><li>The role of custom tooling and experimentation in pipeline evolution</li><li>How Perforce supports collaboration and version control across teams</li><li>How Perforce supports collaboration and version control across teams</li><li>Why empowering directors inside Unreal Engine changes the creative process</li></ul><br/><p></p><p><strong>Timestamps</strong></p><p>[00:02:25] Meet M2 Animation</p><p>[00:03:02] Ben’s Career Path</p><p>[00:04:15] CG Supervisor Role</p><p>[00:05:17] Before Unreal Pipeline</p><p>[00:06:00] Why Switch to Unreal</p><p>[00:07:21] First Unreal Trailer</p><p>[00:11:08] UDIMs and Virtual Textures</p><p>[00:14:05] VRAM Limits and Team Learning</p><p>[00:17:30] Directors in Real Time</p><p>[00:19:24] Asset Library and Versioning</p><p>[00:22:39] Shot Based vs Sequence Based</p><p>[00:25:34] USD vs FBX Today</p><p>[00:26:55] FBX vs USD Plans</p><p>[00:27:25] When Fixes Leave Unreal</p><p>[00:29:19] Material Notes Workflow</p><p>[00:32:32] Instances Per Shot Tweaks</p><p>[00:34:03] Perforce Locking Discipline</p><p>[00:35:43] Small Team Version Chaos</p><p>[00:39:48] Local Rendering Hardware Strategy</p><p>[00:42:23] Cinematic Look Pipeline</p><p>[00:45:39] Effects Mostly In Engine</p><p>[00:46:50] Lessons And Closing Advice</p><p></p><p></p><p>Links mentioned:</p><ul><li><a href="https://www.unrealengine.com/spotlights/shock-and-ork-how-m2-brought-a-warhammer-kill-team-battle-to-life?lang=en-US" rel="noopener noreferrer" target="_blank">https://www.unrealengine.com/spotlights/shock-and-ork-how-m2-brought-a-warhammer-kill-team-battle-to-life?lang=en-US</a></li><li><a href="https://youtu.be/MjjkWH0eT3U?si=eJlkriPPjwkV2_MP&amp;t=298" rel="noopener noreferrer" target="_blank">https://youtu.be/MjjkWH0eT3U?si=eJlkriPPjwkV2_MP&amp;t=298</a></li><li><a href="https://youtu.be/p9LbaCcFpgE?si=KgjlDW1y0tCoZ9Ly" rel="noopener noreferrer" target="_blank">https://youtu.be/p9LbaCcFpgE?si=KgjlDW1y0tCoZ9Ly</a></li></ul><br/><p><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a>, Principal User Advocate, Perforce</p><p><a href="https://www.linkedin.com/in/benjamin-foo-jimbanne/" rel="noopener noreferrer" target="_blank">Benjamin Foo</a>, Unreal CG Supervisor, M2 Animation</p>

Episode thumbnail for Everything Is Connected: Warhorse Studios’ Quest System for Kingdom Come: Deliverance II

May 14, 2026

Everything Is Connected: Warhorse Studios’ Quest System for Kingdom Come: Deliverance II

<p>In Kingdom Come: Deliverance II, quests aren’t isolated scripts—they’re a tightly connected web of story, state, dialogue, and world logic. Making that work at the scale of a 250‑person, six‑year production required tooling designed specifically for narrative complexity.</p><p>Warhorse Studios Lead DevOps Programmer, Petr Nohejl breaks down <strong>Scout</strong>, Warhorse’s proprietary <strong>quest system</strong>. Originally built as a dialogue editor, Scout evolved into the central system driving quests, random encounters, NPC behavior, and narrative state across the entire game.</p><p>Rather than hiding complexity, Scout makes it visible. Petr explains how designers navigate a bird’s‑eye view of quest dependencies, how validation happens long before QA ever sees a build, and why Perforce P4 isn’t just used for version control—but is embedded directly into the workflow.</p><p><strong>In this episode:</strong></p><ul><li>How Scout grew from a dialogue tool into the core quest and dialogue system for KCD II</li><li>Why Warhorse built a custom quest system and how it unlocked access for sound, localization, and narrative teams</li><li>The “switchboard” view that exposes quest dependencies across the entire game world</li><li>How P4 server‑side triggers validate quest logic before changes hit the build pipeline</li><li>Why Warhorse runs real in‑game scenarios 24/7 to catch issues at scale</li><li>Lessons carried forward from Kingdom Come: Deliverance I, including the origin of the “I feel quite hungry” meme</li><li>Easter eggs, side projects, and the human craft behind a large RPG production</li></ul><br/><p>Speakers:</p><ul><li><strong><u><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a></u>, </strong>Principal User Advocate, Perforce</li><li>Petr Nohejl, Lead DevOps Programmer, Warhorse Studios</li></ul><br/><p>Find Us Online:</p><ul><li><u><a href="https://www.perforce.com/" rel="noopener noreferrer" target="_blank">Perforce.com</a></u></li><li><u><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">https://www.perforce.com/podcasts/p4/in-development</a></u></li><li><u><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">https://www.linkedin.com/company/perforce/</a></u></li></ul><br/><p><strong>Timestamps:</strong></p><p>[00:02:10] Welcome &amp; Kingdom Come Origins</p><p>[00:04:54] Scaling Development at Warhorse</p><p>[00:13:42] Quest Assets &amp; Workflow Rules</p><p>[00:16:47] Scout Tool Deep Dive</p><p>[00:28:45] Validation, Automation &amp; Testing</p><p>[00:35:36] Open World Challenges</p><p>[00:40:27] Quest Design Examples</p><p>[00:47:32] Humor, Memes &amp; Easter Eggs</p><p>[00:54:43] History, Career &amp; The Future</p>

Episode thumbnail for The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)

April 9, 2026

The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)

<p>Recorded live at GDC 2026, Jase sat down with <strong>Tom Guillermin</strong>, Co‑Founder and CTO of <strong>Sandfall Interactive</strong>, to unpack how Clair Obscur: Expedition 33 grew from a bedroom prototype into an award‑winning global hit. Tom shares the technical and creative decisions that helped a 30‑person team move fast without breaking things.</p><p><strong>In this episode:</strong></p><ul><li>Why Sandfall Interactive chose <strong>Perforce P4 + Unreal</strong> over DIY versioning</li><li>How lightweight <strong>bots</strong> gave real‑time visibility and protected release branches</li><li>What enabling <strong>nightly builds</strong> across PC, Xbox, and PlayStation really looks like at a small studio</li><li>Tom’s advice for founders: technology should serve designers, not slow them down</li></ul><br/><p><strong>Timestamps:</strong></p><p><strong>00:00</strong> Live from GDC: introduction and episode setup</p><p><strong>01:37</strong> Awards buzz and early reception</p><p><strong>02:56</strong> From a bedroom prototype to a real studio</p><p><strong>04:25</strong> Outgrowing file sharing → moving to Perforce P4</p><p><strong>05:28</strong> Unreal Engine integration and workflow setup</p><p><strong>07:32</strong> DevOps realities and nightly builds at a 30‑person studio</p><p><strong>10:20</strong> Discord bot for real‑time Perforce visibility</p><p><strong>13:51</strong> Scrappy tools vs. Over‑engineering</p><p><strong>25:55</strong> Exclusive file locking and milestone approval bot</p><p><strong>28:19</strong> Protecting release branches without slowing the team</p><p><strong>37:07</strong> The integration bot: managing dependencies across branches</p><p><strong>40:18</strong> What happens when a nightly build goes wrong</p><p><strong>46:17</strong> Advice for new studio founders</p><p><strong>48:52</strong> Building tools designers actually want to use</p><p><strong>50:28</strong> Using Unreal Sequencer for all skills</p><p><strong>52:09</strong> Closing remarks</p><p><strong>Speakers: </strong></p><ul><li><strong><u><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a></u>, </strong>Sr. P4 User Advocate</li><li><strong><a href="https://www.linkedin.com/in/tomguillermin/" rel="noopener noreferrer" target="_blank">Tom Guillermin</a>,</strong> CTO &amp; Founder, <a href="https://www.sandfall.co/" rel="noopener noreferrer" target="_blank">Sandfall Interactive </a></li></ul><br/><p><strong>Find Us Online: </strong></p><ul><li><u><a href="https://www.perforce.com/" rel="noopener noreferrer" target="_blank">Perforce.com</a></u></li><li><u><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">https://www.perforce.com/podcasts/p4/in-development</a></u></li><li><u><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">https://www.linkedin.com/company/perforce/</a></u></li></ul><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>

11 total episodes available

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What is In Development?

Technical directors, pipeline specialists, and digital creators across games, media, and realtime visualization share how they actually solve production challenges. Host Jase Lindgren goes beyond marketing hype to deliver authentic conversations about the tools, workflows, and technical approaches that power today's most ambitious digital projects. Whether you're managing complex asset pipelines or optimizing collaboration systems, each episode delivers practical insights from industry veterans who understand the real technical hurdles you face. Join us for the production conversations you won't hear anywhere else.

How often does this podcast release new episodes?

This podcast updates daily.

Where can I listen to this podcast?

This podcast is available on 4 platforms including Apple Podcasts, Spotify, and more. You can also use the RSS feed directly.

Does this podcast accept guests?

Yes, this podcast regularly features guests.

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