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.

الحلقات

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

    قبل يوم واحد

    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 versioning How lightweight bots gave real‑time visibility and protected release branches What enabling nightly builds across PC, Xbox, and PlayStation really looks like at a small studio Tom’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 Advocate Tom Guillermin, CTO & Founder, Sandfall Interactive Find Us Online: Perforce.com https://www.perforce.com/podcasts/p4/in-development https://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

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  2. ٢٣ فبراير

    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

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  3. Fail Fast, Fix Faster: Pipeline Wisdom from Halo Infinite to Virtual Production

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    Fail Fast, Fix Faster: Pipeline Wisdom from Halo Infinite to Virtual Production

    From working on Halo Infinite and Age of Empires II to leading real-time research at Oscar-winning VFX studio DNEG, then founding Shiftstorm Entertainment and serving as Director of Engineering at ICVR, Luis Placid spans many creative industries. Luis joins Jase Lindgren to unpack the evolution of creative pipelines, the convergence of gaming and media pipelines, challenges re-educating artists on version control, and the power of failure as a learning tool. Jase and Luis dive into: Luis’s career journey from Apple to ICVRHow game engines like Unreal are transforming film and animation workflowsThe challenges of re-educating artists on version control and pipeline toolsWhy failure is necessary to innovation—and how to fail gracefullyAutomating repetitive tasks to free up creative energyThe “stinky diaper” effect: how small frustrations snowball into major pipeline inefficienciesHow to identify hidden workflow problems through observation and user empathyThe importance of domain-driven design and stakeholder collaboration This episode is a masterclass in creative tech leadership, packed with real-world stories, practical advice, and a few laughs along the way. Resources mentioned: Tools Tutorial Day: The System of Tools: Reducing Frustration in a Daily Workflow Designing the User Experience of Game Development Tools Speakers: Jase Lindgren, Sr. P4 User Advocate Luis Placid, Contract Engineering Director at ICVR, Founder of ShiftStorm Entertainment 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

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  4. From Maya to Unreal: The Story Behind Nickelodeon's Max & the Midknights with Sica von Medicus, CG Supervisor, Nickelodeon

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    From Maya to Unreal: The Story Behind Nickelodeon's Max & the Midknights with Sica von Medicus, CG Supervisor, Nickelodeon

    In this episode, Sica von Medicus, CG Supervisor on Max & the Midknights at Nickelodeon, takes us behind the scenes of one of animation's most ambitious pipeline transformations. Sica and Jase explore the messy reality of innovation, including: The leap of faith that led a traditional TV animation team to bet everything on Unreal Engine, despite having little experience with real-time rendering.Why everyone told them "don't use Alembics" – and why they had to do it anyway to preserve the expressive character animation they needed.How they invented a custom rim lighting shader when Unreal's limited light channels couldn't handle their complex character lighting needs.The creative workarounds for managing international vendor relationships without shared version control systems.What it really takes to maintain that "claymation" look in a game engine designed for photorealism. This isn't a success story with a neat bow – it's the honest account of a team that chose the hard path, made mistakes, learned from failures, and created something unprecedented. Speakers: Jase Lindgren, Sr. P4 User Advocate Sica von Medicus, CG Supervisor at Nickelodeon 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

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  5. Ready or Not, Here Comes CI/CD: Build Systems for an Indie Sensation

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    Ready or Not, Here Comes CI/CD: Build Systems for an Indie Sensation

    In this episode, Stephen Post, Technical Director at VOID Interactive, joins Jase for a deep dive into the technical evolution of Ready or Not, the acclaimed tactical shooter game. Stephen discusses the complexities of expanding their fully remote, globally distributed studio—from a small team of 9 to more than 75—covering key challenges such as: The process of expanding their technology stack and operational processes to support a growing player base and development needs. The strategies and tooling needed to enable seamless local development across a remote team, including custom workflows and version control practices. Transitioning from a homegrown build system to leveraging Unreal Engine’s advanced tools—Unreal Game Sync, Horde, and BuildGraph—for automation, integration, and scalability. The evolution of their CI/CD pipeline, including improvements in branch management, build reliability, and debugging efficiency. Whether you're a solo developer, technical lead, or project manager, this episode offers a candid and practical look at what it takes to scale a game—and a studio—without compromising on quality or agility. Speakers:     Jase Lindgren, Sr. P4 User AdvocateStephen Post, Technical Director at VOID Interactive 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

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مقطع ترويجي

حول

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.