~/talk

Game Production in the Cloud

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Migrating studio pipelines into an AWS Virtual Private Cloud moves content creation, version control, build farms and testing into scalable services: virtual workstations run Unreal Engine and remote editors, Perforce sits behind global proxy servers for fast checkin/checkout, CI/CD uses Jenkins/TeamCity with on‑demand Mac and Windows instances, Unreal Swarm distributes a 1‑hour lightmap render down to ~4 minutes and an engine co‑build drops from 2–3 hours to ~15 — demos run successfully.

AI-written summary · about

  1. 0:00Intro
  2. 2:04AWS
  3. 2:19Agenda
  4. 2:51The Problem
  5. 4:09Studio Infrastructure
  6. 5:50New Hires
  7. 9:49Workstations
  8. 11:35Version Control
  9. 13:54Continuous Integration
  10. 15:32Build Farms
  11. 16:55Mac instances
  12. 18:01Asset farm
  13. 18:43Examples
  14. 20:24Live Demo
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