In this episode, Stephen Post, Technical Director at VOID Interactive, joins Jase for a deep dive into the technical evolution of Ready or Not, the acclaimed tactical shooter game. Stephen discusses the complexities of expanding their fully remote, globally distributed studio—from a small team of 9 to more than 75—covering key challenges such as:
- The process of expanding their technology stack and operational processes to support a growing player base and development needs.
- The strategies and tooling needed to enable seamless local development across a remote team, including custom workflows and version control practices.
- Transitioning from a homegrown build system to leveraging Unreal Engine’s advanced tools—Unreal Game Sync, Horde, and BuildGraph—for automation, integration, and scalability.
- The evolution of their CI/CD pipeline, including improvements in branch management, build reliability, and debugging efficiency.
Whether you're a solo developer, technical lead, or project manager, this episode offers a candid and practical look at what it takes to scale a game—and a studio—without compromising on quality or agility.
Speakers:
- Jase Lindgren, Sr. P4 User Advocate
- Stephen Post, Technical Director at VOID Interactive
Get In Touch:
- E-mail: [email protected]
- LinkedIn: Linkedin.com/in/jaselindgren
Find Us Online:
- Perforce.com
- Perforce.com/podcasts/p4/in-development
- Linkedin.com/company/perforce