Quick Overview: Jason Gregory ( of Naughty Dog discusses the architectural details behind the codebases of Chris Butcher from Bungie ( discusses the challenges they faced scaling their asset processing system for ... Marco Koegler ( discusses what's entailed in his work as Technical Director on World of Warcraft at Blizzard, ...

Handmadecon 2016 Large Scale Systems - Detailed Overview & Context

Jason Gregory ( of Naughty Dog discusses the architectural details behind the codebases of Chris Butcher from Bungie ( discusses the challenges they faced scaling their asset processing system for ... Marco Koegler ( discusses what's entailed in his work as Technical Director on World of Warcraft at Blizzard, ... Jeff Roberts and Fabian Giesen ( two of the experts behind RAD Game Tools' compression ... Emily Scherb ( of Pure Motion Physical Therapy ( discusses the ... An oral history of the development of software texture mapping technology for games featuring Chris Hecker ...

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HandmadeCon 2016 - Large-scale Systems Architecture
HandmadeCon 2016 - Asset Systems and Scalability
HandmadeCon 2016 - Technical Direction at Blizzard
HandmadeCon 2016 - Compression
HandmadeCon 2016 - Anatomy and Health for Programmers
HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 1)
HandmadeCon 2016 - HandmadeCon 2015 Q&A (Part 2)
HandmadeCon 2016 - History of Software Texture Mapping in Games
HandmadeCon 2016 - Compression Followup
HandmadeCon 2015 - Mike Acton
HandmadeCon 2015 - Pat Wyatt
HandmadeCon 2015 - Ron Gilbert
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