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In Development

In Development

Written by: 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.Copyright 2025 Perforce Software Art Science Fiction
Episodes
  • Crafting Immersive Audio in Cyberpunk 2077 and Next-Gen Open Worlds with Colin Walder, Engineering Director, CD PROJEKT RED
    Dec 4 2025

    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 RED

    Find Us Online:

    • Perforce.com
    • https://www.perforce.com/podcasts/p4/in-development
    • https://www.linkedin.com/company/perforce/

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    54 mins
  • Fail Fast, Fix Faster: Pipeline Wisdom from Halo Infinite to Virtual Production
    Nov 13 2025

    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 ICVR
    • How game engines like Unreal are transforming film and animation workflows
    • The challenges of re-educating artists on version control and pipeline tools
    • Why failure is necessary to innovation—and how to fail gracefully
    • Automating repetitive tasks to free up creative energy
    • The “stinky diaper” effect: how small frustrations snowball into major pipeline inefficiencies
    • How to identify hidden workflow problems through observation and user empathy
    • The importance of domain-driven design and stakeholder collaboration

    This 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 Workflow

    Designing the User Experience of Game Development Tools

    Speakers:

    Jase Lindgren, Sr. P4 User Advocate

    Luis Placid, Contract Engineering Director at ICVR, Founder of ShiftStorm Entertainment

    Get In Touch:

    • E-mail: p4podcast@perforce.com
    • LinkedIn: Linkedin.com/in/jaselindgren

    Find Us Online:

    • Perforce.com
    • Perforce.com/podcasts/p4/in-development
    • Linkedin.com/company/perforce


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    47 mins
  • From Maya to Unreal: The Story Behind Nickelodeon's Max & the Midknights with Sica von Medicus, CG Supervisor, Nickelodeon
    Oct 30 2025

    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 Advocate

    Sica von Medicus, CG Supervisor at Nickelodeon

    Get In Touch:

    • E-mail: p4podcast@perforce.com
    • LinkedIn: Linkedin.com/in/jaselindgren

    Find Us Online:

    • Perforce.com
    • Perforce.com/podcasts/p4/in-development
    • Linkedin.com/company/perforce


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    54 mins
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