SEED十年:游戏研发十年来的经验教训.pdf

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SEED十年:游戏研发十年来的经验教训.pdf

1、A decade of SEED:Lessons from 10 years of R&D in GamesColin Barr-BriseboisMy PathStarted at Electronic Arts in 2004Rendering Engineer at EA MontralRendering Engineer at DICEJoined Warner Brothers in 2011Lead Rendering Engineer at WBGMReturned to EA,joined SEED in 2016Senior Rendering EngineerHead of

2、 TechnologyGeneral ManagerAAA games,engine,central tech,publications,and open source.Who am I?2As DeveloperAs Central Tech DeveloperSEED is a pioneering group within Electronic Arts,combining creativity with applied research.We explore,build,and help define the future of interactive entertainment.Mi

3、ssion&VisionEstablished in 2015(Stockholm,Sweden)Explore/R&D for The Benefit of AllPush technological boundaries,taking on risky R&D challenges for the benefit of allBuild/Empower Electronic Artists for The Benefit of Our PlayersApply R&D with measurable impact,with technology artifacts delivered in

4、 EAs gamesDefine/Research New Tech for Innovative Concepts to EmergeDrive significant differentiation with high risk,high impact,high-reward applied researchWe explore,build,and help define the future of interactive entertainment4Vision:see farther than current approaches,and identify deep and found

5、ational technology improvements that will power the next generation of amazing experiences.Innovation DriversA decade of success enabled by two razors that fuel our multi-horizon impact5Applied InnovationApplying research to solve real-world challenges,sourced and delivered to game teams,at the inte

6、rsection of gamedev and state-of-the-art research10X ThinkingLike Moonshots Thinking,emphasizing exponential growth,disruptive solutions,and breakthrough ideas over incremental improvementsTeamWe are a cross-disciplinary,technologist-led team6Cross-disciplinary Art,Engineering,&ResearchDistributed a

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