In Development

Perforce Software

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.

  1. Aug 12

    From Chaos to Control: Building a Real-Time Animation Pipeline with Ozone

    Building a production pipeline is challenging. Building one while producing a film is even harder. In this episode, Jase Lindgren talks with Wyatt Ayars about Ozone Story Tech's journey creating the interactive short film Like while simultaneously developing the tools behind it. Starting with a small team, shared file storage, and manual processes, the project eventually grew into a production pipeline built around Unreal Engine, ShotGrid, automation, and Perforce P4. Along the way, Wyatt shares practical lessons about scaling teams, simplifying artist workflows, and using AI as a force multiplier for technical development. In this episode: How Ozone used a film project to validate its rigging technologyThe challenges of scaling production with Unreal EngineWhy version control became essential as the team grewHow AI accelerated pipeline development and automationLessons learned reducing technical overhead for artistsCareer advice for technical artists, developers, and animators Timestamps: [00:02:18] Project Origins [00:03:29] Early Team Setup [00:04:12] Ozone Rigging Explained [00:05:00] Maya to Unreal Workflow [00:06:07] Growing Pains Without Tools [00:07:12] Version Control Conflicts [00:10:34] ShotGrid and Perforce Shift [00:13:39] LLMs for Pipeline Glue [00:15:26] Automating Maya to Unreal [00:20:08] Shot Publish Button [00:22:41] Build Farm Round Trip [00:23:57] Early Renders in Unreal [00:24:47] Sequencing in Unreal [00:25:58] Animator Submission Flow [00:26:49] Common Pipeline Pitfalls [00:28:08] Versioning vs Perforce [00:34:13] Reducing Artist Clicks [00:35:27] Embracing True Version Control [00:37:01] References and Asset Drift [00:39:27] Bespoke Pipelines and AI [00:43:57] Future Bottlenecks in Rigging [00:45:21] Lessons and Career Advice [00:48:15] Wrap Up and Thanks Jase Lindgren, Principal User Advocate, Perforce Wyatt Ayars, Ozone, Senior Technical Director

    From Chaos to Control: Building a Real-Time Animation Pipeline with Ozone
  2. Jun 24

    Trading Render Farms for Real-Time at M2 Animation

    At M2 Animation, scaling cinematic production meant rethinking everything—from rendering pipelines to how directors interact with scenes. 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. 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. 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. In this episode: How M2 transitioned from a traditional render pipeline to Unreal EngineWhy real-time workflows unlocked faster iteration and creative freedomThe technical and cultural challenges of scaling cinematic productionHow teams balance visual fidelity, performance, and hardware limitsThe role of custom tooling and experimentation in pipeline evolutionHow Perforce supports collaboration and version control across teamsHow Perforce supports collaboration and version control across teamsWhy empowering directors inside Unreal Engine changes the creative process Timestamps [00:02:25] Meet M2 Animation [00:03:02] Ben’s Career Path [00:04:15] CG Supervisor Role [00:05:17] Before Unreal Pipeline [00:06:00] Why Switch to Unreal [00:07:21] First Unreal Trailer [00:11:08] UDIMs and Virtual Textures [00:14:05] VRAM Limits and Team Learning [00:17:30] Directors in Real Time [00:19:24] Asset Library and Versioning [00:22:39] Shot Based vs Sequence Based [00:25:34] USD vs FBX Today [00:26:55] FBX vs USD Plans [00:27:25] When Fixes Leave Unreal [00:29:19] Material Notes Workflow [00:32:32] Instances Per Shot Tweaks [00:34:03] Perforce Locking Discipline [00:35:43] Small Team Version Chaos [00:39:48] Local Rendering Hardware Strategy [00:42:23] Cinematic Look Pipeline [00:45:39] Effects Mostly In Engine [00:46:50] Lessons And Closing Advice Links mentioned: https://www.unrealengine.com/spotlights/shock-and-ork-how-m2-brought-a-warhammer-kill-team-battle-to-life?lang=en-UShttps://youtu.be/MjjkWH0eT3U?si=eJlkriPPjwkV2_MP&t=298https://youtu.be/p9LbaCcFpgE?si=KgjlDW1y0tCoZ9Ly Jase Lindgren, Principal User Advocate, Perforce Benjamin Foo, Unreal CG Supervisor, M2 Animation

    Trading Render Farms for Real-Time at M2 Animation
  3. May 14

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

    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. Warhorse Studios Lead DevOps Programmer, Petr Nohejl breaks down Scout, Warhorse’s proprietary quest system. 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. 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. In this episode: How Scout grew from a dialogue tool into the core quest and dialogue system for KCD IIWhy Warhorse built a custom quest system and how it unlocked access for sound, localization, and narrative teamsThe “switchboard” view that exposes quest dependencies across the entire game worldHow P4 server‑side triggers validate quest logic before changes hit the build pipelineWhy Warhorse runs real in‑game scenarios 24/7 to catch issues at scaleLessons carried forward from Kingdom Come: Deliverance I, including the origin of the “I feel quite hungry” memeEaster eggs, side projects, and the human craft behind a large RPG production Speakers: Jase Lindgren, Principal User Advocate, PerforcePetr Nohejl, Lead DevOps Programmer, Warhorse Studios Find Us Online: Perforce.comhttps://www.perforce.com/podcasts/p4/in-developmenthttps://www.linkedin.com/company/perforce/ Timestamps: [00:02:10] Welcome & Kingdom Come Origins [00:04:54] Scaling Development at Warhorse [00:13:42] Quest Assets & Workflow Rules [00:16:47] Scout Tool Deep Dive [00:28:45] Validation, Automation & Testing [00:35:36] Open World Challenges [00:40:27] Quest Design Examples [00:47:32] Humor, Memes & Easter Eggs [00:54:43] History, Career & The Future

    Everything Is Connected: Warhorse Studios’ Quest System for Kingdom Come: Deliverance II
  4. Apr 9

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

    Recorded live at GDC 2026, Jase sat down with Tom Guillermin, Co‑Founder and CTO of Sandfall Interactive, 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. In this episode: Why Sandfall Interactive chose Perforce P4 + Unreal over DIY versioningHow lightweight bots gave real‑time visibility and protected release branchesWhat enabling nightly builds across PC, Xbox, and PlayStation really looks like at a small studioTom’s advice for founders: technology should serve designers, not slow them down Timestamps: 00:00 Live from GDC: introduction and episode setup 01:37 Awards buzz and early reception 02:56 From a bedroom prototype to a real studio 04:25 Outgrowing file sharing → moving to Perforce P4 05:28 Unreal Engine integration and workflow setup 07:32 DevOps realities and nightly builds at a 30‑person studio 10:20 Discord bot for real‑time Perforce visibility 13:51 Scrappy tools vs. Over‑engineering 25:55 Exclusive file locking and milestone approval bot 28:19 Protecting release branches without slowing the team 37:07 The integration bot: managing dependencies across branches 40:18 What happens when a nightly build goes wrong 46:17 Advice for new studio founders 48:52 Building tools designers actually want to use 50:28 Using Unreal Sequencer for all skills 52:09 Closing remarks Speakers: Jase Lindgren, Sr. P4 User AdvocateTom Guillermin, CTO & Founder, Sandfall Interactive Find Us Online: Perforce.comhttps://www.perforce.com/podcasts/p4/in-developmenthttps://www.linkedin.com/company/perforce/ Get In Touch: E-mail: p4podcast@perforce.com LinkedIn: Linkedin.com/in/jaselindgren Find Us Online: Perforce.comPerforce.com/podcasts/p4/in-developmentLinkedin.com/company/perforce

    The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)
  5. Feb 23

    In Development: Season 1 Trailer

    In Development brings you inside the technical realities of creating today's most ambitious digital experiences. Host Jase Lindgren delivers conversations with the problem-solvers who build, maintain, and optimize the tools, pipelines, and workflows powering games, media production, and realtime visualization. Each episode features in-depth discussions with technical directors, pipeline specialists, and digital creators who share their approaches to overcoming real production challenges. Whether you're orchestrating asset workflows for AAA development, implementing virtual production techniques, or building realtime visualization systems for automotive design, you'll discover practical insights from industry veterans facing similar technical hurdles. This isn't another surface-level tech podcast or marketing showcase—it's a forum for authentic technical conversations about what actually works in production. From managing massive asset libraries and optimizing collaboration workflows to solving the unique challenges of distributed teams and next-gen technologies, "In Development" goes beyond theory to explore the practical solutions that enable creative vision. Join us for technical stories and solutions from the experts building tomorrow's digital experiences, one pipeline challenge at a time. Get In Touch: E-mail: p4podcast@perforce.com LinkedIn: Linkedin.com/in/jaselindgren Find Us Online: Perforce.comPerforce.com/podcasts/p4/in-developmentLinkedin.com/company/perforce

Trailer

About

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.