Maximum Automation of Processes in Game Development
Maksym Bezuhlyi
- Hall:
- Production Track
What the talk is about
Maksym Bezuhlyi argues that only repetitive work can be automated, while creative work should stay with people. Using examples from different industries, he shows how much routine goes unnoticed because of habitual thinking, and advises studios to single out their repeating processes and automate those, leaving the unique part of the product, whether gameplay or art, untouched. He also covers the procedural approach in 3D graphics and node-based systems such as Houdini, where you can return to the middle of a chain and change the result without redoing everything. The second part is about automating planning: his team is building a system that recalculates the work plan when roles, resources or delays change, taking cause-and-effect links between tasks into account. Useful for indie studios, producers, technical artists and production leads.