Ubisoft at Merge 2013: Perforce and the Game Engine Pipeline
If you’ve ever played Prince of Persia®, Assassin's CreedTM, Rayman®, Tom Clancy's Splinter Cell® or Tom Clancy's Rainbow Six®, you’ve enjoyed the work of Ubisoft, a 20-year-old game producer based in Paris, with offices around the globe. Perforce has been the main source control tool at Ubisoft for more than six years, used by both programmers and artists on most game projects. In the Montreal studio, more than 1,200 developers use Perforce to store source code and digital assets, including graphics and animation files, modeling, textures, and sound and video footage. At Merge 2013, Ubisoft explains how to deeply integrate Perforce into a game engine pipeline.
“We spent two years of our lives working on the integration of Perforce in the Assassin’s Creed game engine,” says Jean-Sebastien Pelletier, Engine Technical Lead at Ubisoft Montreal. “During those two years, we got to know the C++ API very well. We also learned some strengths and limitations of Perforce. Perforce is a piece of software we are fond of and sharing our development experience with other members of the industry could inspire them to try new things.”
Many newcomers to Perforce aren’t aware of how extensible the versioning management service is. Pelletier has found the Perforce C++ API to be a powerful way to manage your own file system. “Perforce can support the load required by the gaming industry, and a tight integration will let you simplify the users’ workflows — but is costly in development time,” says Marc Desfossés, Lead Tools Programmer at Ubisoft Montreal. But that stitch in time? Worth nine, as the saying goes.
Find out more Ubisoft secrets at Merge 2013, The Perforce Conference.