Presented by Jean-Philippe Morel and Nicolas Fleury
November 1st17:15 - 18:15Room : Lachine-Lasalle
The Assassin’s Creed team developed the Scimitar engine and Blacksmith was the first branch of the technology to be used by other games. Blacksmith2 was a collaborative work to improve productivity across the pipeline. This talk will present a quick overview of these developments and then focus on two main subjects easily applicable to any pipeline: the high-level game framework architecture and the compilation time improvement.
Learning Objectives
- Simplicity improves productivity.
- Learn a set of functional tips and tricks that they can apply on their projects to improve the programmer iteration time.
JP works in the game industry since 8 years as an engine programmer. He works at Ubisoft Montreal for more than 4 years now and from the beginning, he is an important player in the engine improvement and architecture. He worked as technical lead on Just Dance 3 Kinect and as programmer on Prince of Persia titles. He previously has been at A2M for 4 years. Nicolas has been at Ubisoft for five years, being technical architect on multiple projects including Prince of Persia. He previously has been at A2M for three years mainly as a technology developer. Other past experiences have included work as a software developer in the fields of Computer Assisted Surgery, Speech Recognition and Telecoms. Being a C++ specialist and Python expert, he presented a system to load complex C++ objects with a single memcpy at GDC06.




