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#decimaengine#horizonzerodawn#guerrillagames

Creating a Tools Pipeline for Horizon: Zero Dawn

GDC Festival of Gaming

555K subscribers • 66 videos on Hallway • Conference channel

YouTube
  • Recommended by 3 people: 3 in engineering communities.
  • A classic. People kept recommending it from 2020 to 2024.
  • Presented by Dan Sumaili and Sander van der Steen, Guerrilla Games
  • May be out of date. Uploaded 7 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

74K views7 years ago3 recommendations

Game developmentSystems programmingUnity, Unreal and GodotBuilding a game engineSoftware architecture

Dan Sumaili and Sander van der Steen explain how Guerrilla Games designed and implemented the tools pipeline for the Decima engine.

In this 2017 GDC talk, Guerrilla Games' Dan Sumaili and Sander van der Steen explain how Guerrilla Games defined and implemented a tools pipeline that would support an integrated game development environment. Register for GDC: ubm.io/2yWXW38 Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Why it's here

3 people recommend this

What people say. Recommended as an inspiring talk on game engine tooling, editor architecture, and immediate-mode GUIs.

u/HaskellHystericMonadin r/gameenginedevs • Recommends

On “What should game engine GUIs accomplish?”

I present the most important features of all tools: * Undo / Redo * Cut / Copy / Paste That's it. If you don't have those with 100% reliability then you're going to have a bad time. \--- If you're skeptical about the ROI you'll get for the work then go the GNU Rocket way and communicate with game-engine over IPC. IPC editing can share a significant amount of code with w/e network code you use for objects birth/death/edit if yours isn't crap. You can toss together a WPF program that shows your scene-tree along with a property editor in a day and leave it at that if it's all you need. Gizmos are harder that way though because if you let the renderer/game-engine have any edit powers shit g…

u/jimndaba88in r/gameenginedevs • Recommends

On “What are some architectural patterns for creating a game editor.”

I have something similar set up for my Editor Event system and wanrmto utilise two other a patterns which i have tried in the past and have Enjoyed them. So firstly my event System is build on the Publisher-Subscriber pattern. The de-coupling that this give is.... Chefs kiss... Build the App with MVC to atleast have a clear view of the domains the pub-sub can really de-tangle the editor. Couple this with my new discovered pattern the memento pattern for Undo-Redo. I really like the idea of capturing the state of components or engine states and just executing the inverse action when undoing.. I just like the idea of removing the undo function from the command/event allow you to reuse a lot…

u/jimndaba88in r/gameenginedevs • Recommends

On “What direction and resources? Advice from the pros.”

Here are my fav videos. bobby Anguelov He also has a great chat about animation systems and ai. Check out his engine on GitHub great code to read. A Industry veteran. I am in love with the decima engine..I don't know why. I just love it Here is a great talk from their engine tooling team. decima engine tooling Inspired me to consider immediate GUI for my engine using nodes. Many systems are going this way..procedural generation, scripting, shaders, rendering architecture division 2 engine There used to be one from Frostbite team but it's no longer on YouTube. These are ones I return to on a regular just to inspire me.

u/CarpenterNo2363in r/gameenginedevs • Recommends

On “How would you design a system in which editor does not touch game data at all.”

define engine talk