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Three years after discussing Gearbox's cloud-based build pipeline with the P4 team, Steve Fortier and Phillip Peterson return to share what happened as Borderlands 4 grew from a secret project into a live game. As the team grew to support more branches, patches, and ongoing content, they encountered new challenges in P4, AWS, TeamCity, and Unreal Game Sync that only emerged on a massive scale.
From symbol servers and workspace management to AWS storage and snapshot performance, they walk through the troubleshooting process behind several unexpected bottlenecks.
The result is a candid look at how Gearbox manages millions of files, scales build infrastructure across AWS, and keeps development moving on a modern live-service game.
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Building a production pipeline is challenging. Building one while producing a film is even harder.
In this episode, Jase Lindgren talks with Wyatt Ayars about Ozone Story Tech's journey creating the interactive short film Like while simultaneously developing the tools behind it. Starting with a small team, shared file storage, and manual processes, the project eventually grew into a production pipeline built around Unreal Engine, ShotGrid, automation, and Perforce P4. Along the way, Wyatt shares practical lessons about scaling teams, simplifying artist workflows, and using AI as a force multiplier for technical development.
In this episode:
Timestamps:
[00:02:18] Project Origins
[00:03:29] Early Team Setup
[00:04:12] Ozone Rigging Explained
[00:05:00] Maya to Unreal Workflow
[00:06:07] Growing Pains Without Tools
[00:07:12] Version Control Conflicts
[00:10:34] ShotGrid and Perforce Shift
[00:13:39] LLMs for Pipeline Glue
[00:15:26] Automating Maya to Unreal
[00:20:08] Shot Publish Button
[00:22:41] Build Farm Round Trip
[00:23:57] Early Renders in Unreal
[00:24:47] Sequencing in Unreal
[00:25:58] Animator Submission Flow
[00:26:49] Common Pipeline Pitfalls
[00:28:08] Versioning vs Perforce
[00:34:13] Reducing Artist Clicks
[00:35:27] Embracing True Version Control
[00:37:01] References and Asset Drift
[00:39:27] Bespoke Pipelines and AI
[00:43:57] Future Bottlenecks in Rigging
[00:45:21] Lessons and Career Advice
[00:48:15] Wrap Up and Thanks
Jase Lindgren, Principal User Advocate, Perforce
Wyatt Ayars, Ozone, Senior Technical Director
At M2 Animation, scaling cinematic production meant rethinking everything—from rendering pipelines to how directors interact with scenes.
Benjamin Foo, CG Supervisor at M2, walks through the studio’s transition from a traditional Maya/Redshift workflow to a real-time, Unreal Engine-based pipeline. What started as a necessity—limited compute power and rising production demands—quickly became a creative advantage.
Instead of waiting on renders, teams now iterate instantly. Directors can step inside scenes, shape environments in real time, and collaborate more closely with artists. But that shift also brought new challenges—from managing massive asset libraries to balancing visual fidelity with hardware limits.
Ben shares how M2 builds custom tools, embraces experimentation, and uses Perforce P4 to manage version control across complex productions—all while keeping artists empowered to explore and create.
In this episode:
Timestamps
[00:02:25] Meet M2 Animation
[00:03:02] Ben’s Career Path
[00:04:15] CG Supervisor Role
[00:05:17] Before Unreal Pipeline
[00:06:00] Why Switch to Unreal
[00:07:21] First Unreal Trailer
[00:11:08] UDIMs and Virtual Textures
[00:14:05] VRAM Limits and Team Learning
[00:17:30] Directors in Real Time
[00:19:24] Asset Library and Versioning
[00:22:39] Shot Based vs Sequence Based
[00:25:34] USD vs FBX Today
[00:26:55] FBX vs USD Plans
[00:27:25] When Fixes Leave Unreal
[00:29:19] Material Notes Workflow
[00:32:32] Instances Per Shot Tweaks
[00:34:03] Perforce Locking Discipline
[00:35:43] Small Team Version Chaos
[00:39:48] Local Rendering Hardware Strategy
[00:42:23] Cinematic Look Pipeline
[00:45:39] Effects Mostly In Engine
[00:46:50] Lessons And Closing Advice
Links mentioned:
Jase Lindgren, Principal User Advocate, Perforce
Benjamin Foo, Unreal CG Supervisor, M2 Animation
In Kingdom Come: Deliverance II, quests aren’t isolated scripts—they’re a tightly connected web of story, state, dialogue, and world logic. Making that work at the scale of a 250‑person, six‑year production required tooling designed specifically for narrative complexity.
Warhorse Studios Lead DevOps Programmer, Petr Nohejl breaks down Scout, Warhorse’s proprietary quest system. Originally built as a dialogue editor, Scout evolved into the central system driving quests, random encounters, NPC behavior, and narrative state across the entire game.
Rather than hiding complexity, Scout makes it visible. Petr explains how designers navigate a bird’s‑eye view of quest dependencies, how validation happens long before QA ever sees a build, and why Perforce P4 isn’t just used for version control—but is embedded directly into the workflow.
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Timestamps:
[00:02:10] Welcome & Kingdom Come Origins
[00:04:54] Scaling Development at Warhorse
[00:13:42] Quest Assets & Workflow Rules
[00:16:47] Scout Tool Deep Dive
[00:28:45] Validation, Automation & Testing
[00:35:36] Open World Challenges
[00:40:27] Quest Design Examples
[00:47:32] Humor, Memes & Easter Eggs
[00:54:43] History, Career & The Future
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:
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
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Join us as Marios Michaelides, Engineering Director at Virtuos, reveals how co-developers are solving one of gaming's toughest challenges: performance optimization at scale.
Whether you're shipping your first title or managing multiple AAA projects, Marios delivers actionable strategies for:
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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.
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Join us as Stephen Rodriguez, former Studio Infrastructure Engineer at Sharkmob, dives into the challenges of building a scalable and maintainable game technology foundation as the team grew.
Whether you're starting a new studio or expanding your current operations, Stephen delivers actionable strategies for:
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Join Matthew Swanton, Virtual Production Unreal Engine Supervisor at PXO Clara, as he shares his journey from modding Grand Theft Auto as a teenager to operating LED stages for Star Trek: Discovery. Discover the technical challenges of achieving in-camera final pixels, the pipeline innovations that enable global collaboration, and the surprising lessons learned from managing version control on multimillion-dollar film sets. From Perforce workflows to custom lighting solutions, Matthew reveals the real story behind virtual production's most ambitious projects. This is the story Hollywood's sizzle reels don't show you.
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In this episode, Colin Walder, Engineering Director at CD PROJEKT RED, joins Jase Lindgren to delve into the intricate role of creating an immersive sound world for Cyberpunk 2077.
Colin and Jase dive into the technical and creative challenges of building immersive audio experiences in AAA games, including:
This isn't just a deep dive into audio tech—it's a candid look at the intersection of engineering, creativity, and collaboration in modern game development.
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