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In Development
In Development
Author: Perforce Software
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© Copyright 2026 Perforce Software
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Technical directors, pipeline specialists, and digital creators across games, media, and realtime visualization share how they actually solve production challenges. Host Jase Lindgren goes beyond marketing hype to deliver authentic conversations about the tools, workflows, and technical approaches that power today's most ambitious digital projects. Whether you're managing complex asset pipelines or optimizing collaboration systems, each episode delivers practical insights from industry veterans who understand the real technical hurdles you face. Join us for the production conversations you won't hear anywhere else.
6 Episodes
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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:Creating cost-effective infrastructureLeveraging valuable industry partnershipsEstablishing tech environments that maximize team productivityGet In Touch: E-mail: p4podcast@perforce.com LinkedIn: Linkedin.com/in/jaselindgrenFind Us Online:Perforce.comPerforce.com/podcasts/p4/in-developmentLinkedin.com/company/perforce
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.Get In Touch: E-mail: p4podcast@perforce.com LinkedIn: Linkedin.com/in/jaselindgrenFind Us Online:Perforce.comPerforce.com/podcasts/p4/in-developmentLinkedin.com/company/perforce
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: The evolving and complex toolsets and technologies used to design and integrate audio in expansive open-world environments. How the team tackled the massive scale of localized voiceovers, and the strategies they used to optimize audio streaming and memory usage. What it's really like to collaborate across a distributed team of engineers, sound designers, and developers. Why Opus is a game-changer for high-quality audio compression-and how it's being used in production. Practical advice for small teams and indie developers looking to punch above their weight with limited resources. 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. Speakers: Jase Lindgren, Sr. P4 User Advocate Colin Walder, Engineering Director at CD PROJEKT REDFind Us Online: Perforce.comhttps://www.perforce.com/podcasts/p4/in-development https://www.linkedin.com/company/perforce/
From working on Halo Infinite and Age of Empires II to leading real-time research at Oscar-winning VFX studio DNEG, then founding Shiftstorm Entertainment and serving as Director of Engineering at ICVR, Luis Placid spans many creative industries. Luis joins Jase Lindgren to unpack the evolution of creative pipelines, the convergence of gaming and media pipelines, challenges re-educating artists on version control, and the power of failure as a learning tool.Jase and Luis dive into: Luis’s career journey from Apple to ICVRHow game engines like Unreal are transforming film and animation workflowsThe challenges of re-educating artists on version control and pipeline toolsWhy failure is necessary to innovation—and how to fail gracefullyAutomating repetitive tasks to free up creative energyThe “stinky diaper” effect: how small frustrations snowball into major pipeline inefficienciesHow to identify hidden workflow problems through observation and user empathyThe importance of domain-driven design and stakeholder collaborationThis episode is a masterclass in creative tech leadership, packed with real-world stories, practical advice, and a few laughs along the way.Resources mentioned:Tools Tutorial Day: The System of Tools: Reducing Frustration in a Daily WorkflowDesigning the User Experience of Game Development ToolsSpeakers:Jase Lindgren, Sr. P4 User AdvocateLuis Placid, Contract Engineering Director at ICVR, Founder of ShiftStorm EntertainmentGet In Touch: E-mail: p4podcast@perforce.com LinkedIn: Linkedin.com/in/jaselindgrenFind Us Online:Perforce.comPerforce.com/podcasts/p4/in-developmentLinkedin.com/company/perforce
In this episode, Sica von Medicus, CG Supervisor on Max & the Midknights at Nickelodeon, takes us behind the scenes of one of animation's most ambitious pipeline transformations.Sica and Jase explore the messy reality of innovation, including:The leap of faith that led a traditional TV animation team to bet everything on Unreal Engine, despite having little experience with real-time rendering.Why everyone told them "don't use Alembics" – and why they had to do it anyway to preserve the expressive character animation they needed.How they invented a custom rim lighting shader when Unreal's limited light channels couldn't handle their complex character lighting needs.The creative workarounds for managing international vendor relationships without shared version control systems.What it really takes to maintain that "claymation" look in a game engine designed for photorealism.This isn't a success story with a neat bow – it's the honest account of a team that chose the hard path, made mistakes, learned from failures, and created something unprecedented.Speakers:Jase Lindgren, Sr. P4 User AdvocateSica von Medicus, CG Supervisor at NickelodeonGet In Touch: E-mail: p4podcast@perforce.com LinkedIn: Linkedin.com/in/jaselindgrenFind Us Online:Perforce.comPerforce.com/podcasts/p4/in-developmentLinkedin.com/company/perforce
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 AdvocateStephen Post, Technical Director at VOID InteractiveGet In Touch: E-mail: p4podcast@perforce.com LinkedIn: Linkedin.com/in/jaselindgrenFind Us Online:Perforce.comPerforce.com/podcasts/p4/in-developmentLinkedin.com/company/perforce









