
Presented by Stefan Boberg
November 1st11:15 - 12:15Room : MRHCSL
Ever waited for a build to finish? The ever-growing size and complexity of AAA titles puts more and more pressure on pipelines.
In this talk we will give an overview of the overall philosophy, vision and architecture of the Frostbite engine, with a focus on pipelines and asset management. We’ll describe some of the core problems and challenges faced in producing Battlefield: Bad Company, Battlefield 3 and Need For Speed: The Run, and some novel technological solutions DICE developed to deal with them.
Learning objectives
- The high-level abstractions and architecture of a modern game engine
- Understanding the key bottlenecks in an asset pipeline and good ways to mitigate them
- Blueprint of a successful asset management system
A hobby programmer since 1981, Stefan started out coding demos and data compression utilities including the de facto standard Amiga archiver ‘LhA’. Started developing game technology commercially on the Commodore Amiga in 1989 (‘Alien Breed’) and has developed and contributed to games for all major platforms since then. In 2003 he joined DICE, where he started the Frostbite engine development team which has since grown to a major provider of technology within EA. Responsible for core engine architecture with a large focus on production efficiency, infrastructure, tools and asset management.




