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Today, we’ll be discussing a talk given by Timo Heinapurola from the game studio Supercell at the Game Developers Conference 2023. In it, he explains the process of replacing the rendering engine in their biggest hits, like Clash of Clans and Brawl Stars. He covers how they created a more efficient, modern cross-platform abstraction layer for APIs like Metal and Vulkan, and how they used automated testing to ensure quality for their existing user base.
Watch full presentation:
https://www.youtube.com/watch?v=Fwh-fzhREOU
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
By Jacobo RíosToday, we’ll be discussing a talk given by Timo Heinapurola from the game studio Supercell at the Game Developers Conference 2023. In it, he explains the process of replacing the rendering engine in their biggest hits, like Clash of Clans and Brawl Stars. He covers how they created a more efficient, modern cross-platform abstraction layer for APIs like Metal and Vulkan, and how they used automated testing to ensure quality for their existing user base.
Watch full presentation:
https://www.youtube.com/watch?v=Fwh-fzhREOU
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_