<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet href="https://feeds.captivate.fm/style.xsl" type="text/xsl"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:googleplay="http://www.google.com/schemas/play-podcasts/1.0" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:podcast="https://podcastindex.org/namespace/1.0"><channel><atom:link href="https://feeds.captivate.fm/indevelopment/" rel="self" type="application/rss+xml"/><title><![CDATA[In Development]]></title><podcast:guid>46e350e4-2e14-57dd-ace9-e8a5fa67277a</podcast:guid><lastBuildDate>Thu, 09 Apr 2026 13:00:04 +0000</lastBuildDate><generator>Captivate.fm</generator><language><![CDATA[en]]></language><copyright><![CDATA[Copyright 2026 Perforce Software]]></copyright><managingEditor>Perforce Software</managingEditor><itunes:summary><![CDATA[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.
]]></itunes:summary><image><url>https://artwork.captivate.fm/14b5ea16-c706-4fb3-9727-76c3fe91c0c2/WUfcEuzMkddjTgjMvIUbRYZS.png</url><title>In Development</title><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link></image><itunes:image href="https://artwork.captivate.fm/14b5ea16-c706-4fb3-9727-76c3fe91c0c2/WUfcEuzMkddjTgjMvIUbRYZS.png"/><itunes:owner><itunes:name>Perforce Software</itunes:name></itunes:owner><itunes:author>Perforce Software</itunes:author><description>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&apos;s most ambitious digital projects. Whether you&apos;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&apos;t hear anywhere else.</description><link>https://www.perforce.com/podcasts/p4/in-development</link><atom:link href="https://pubsubhubbub.appspot.com" rel="hub"/><itunes:subtitle><![CDATA[Conversations in Media, Game Dev & Realtime Visualization - a Perforce P4 Podcast]]></itunes:subtitle><itunes:explicit>false</itunes:explicit><itunes:type>episodic</itunes:type><itunes:category text="Technology"></itunes:category><itunes:category text="Leisure"><itunes:category text="Video Games"/></itunes:category><itunes:category text="TV &amp; Film"></itunes:category><podcast:locked>no</podcast:locked><podcast:medium>podcast</podcast:medium><item><title>The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)</title><itunes:title>The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)</itunes:title><description><![CDATA[<p>Recorded live at GDC 2026, Jase sat down with <strong>Tom Guillermin</strong>, Co‑Founder and CTO of <strong>Sandfall Interactive</strong>, to unpack how <em>Clair Obscur: Expedition 33</em> grew from a bedroom prototype into an award‑winning global hit. Tom shares the technical and creative decisions that helped a 30‑person team move fast without breaking things. </p><p><strong>In this episode:</strong> </p><ul><li>Why Sandfall Interactive chose <strong>Perforce P4 + Unreal</strong> over DIY versioning </li><li>How lightweight <strong>bots</strong> gave real‑time visibility and protected release branches </li><li>What enabling <strong>nightly builds</strong> across PC, Xbox, and PlayStation really looks like at a small studio </li><li>Tom’s advice for founders: <em>technology should serve designers, not slow them down</em>  </li></ul><br/><p><strong>Timestamps:</strong> </p><p><strong>00:00</strong> Live from GDC: introduction and episode setup </p><p><strong>01:37</strong> Awards buzz and early reception </p><p><strong>02:56</strong> From a bedroom prototype to a real studio </p><p><strong>04:25</strong> Outgrowing file sharing → moving to Perforce P4 </p><p><strong>05:28</strong> Unreal Engine integration and workflow setup </p><p><strong>07:32</strong> DevOps realities and nightly builds at a 30‑person studio </p><p><strong>10:20</strong> Discord bot for real‑time Perforce visibility </p><p><strong>13:51</strong> Scrappy tools vs. Over‑engineering </p><p><strong>25:55</strong> Exclusive file locking and milestone approval bot </p><p><strong>28:19</strong> Protecting release branches without slowing the team </p><p><strong>37:07</strong> The integration bot: managing dependencies across branches </p><p><strong>40:18</strong> What happens when a nightly build goes wrong </p><p><strong>46:17</strong> Advice for new studio founders </p><p><strong>48:52</strong> Building tools designers actually want to use </p><p><strong>50:28</strong> Using Unreal Sequencer for all skills </p><p><strong>52:09</strong> Closing remarks </p><p><strong>Speakers: </strong></p><ul><li><strong><u><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a></u>, </strong>Sr. P4 User Advocate </li><li><strong><a href="https://www.linkedin.com/in/tomguillermin/" rel="noopener noreferrer" target="_blank">Tom Guillermin</a>,</strong> CTO &amp; Founder, <a href="https://www.sandfall.co/" rel="noopener noreferrer" target="_blank">Sandfall Interactive </a></li></ul><br/><p><strong>Find Us Online: </strong></p><ul><li><u><a href="https://www.perforce.com/" rel="noopener noreferrer" target="_blank">Perforce.com</a></u> </li><li><u><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">https://www.perforce.com/podcasts/p4/in-development</a></u> </li><li><u><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">https://www.linkedin.com/company/perforce/</a></u> </li></ul><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></description><content:encoded><![CDATA[<p>Recorded live at GDC 2026, Jase sat down with <strong>Tom Guillermin</strong>, Co‑Founder and CTO of <strong>Sandfall Interactive</strong>, to unpack how <em>Clair Obscur: Expedition 33</em> grew from a bedroom prototype into an award‑winning global hit. Tom shares the technical and creative decisions that helped a 30‑person team move fast without breaking things. </p><p><strong>In this episode:</strong> </p><ul><li>Why Sandfall Interactive chose <strong>Perforce P4 + Unreal</strong> over DIY versioning </li><li>How lightweight <strong>bots</strong> gave real‑time visibility and protected release branches </li><li>What enabling <strong>nightly builds</strong> across PC, Xbox, and PlayStation really looks like at a small studio </li><li>Tom’s advice for founders: <em>technology should serve designers, not slow them down</em>  </li></ul><br/><p><strong>Timestamps:</strong> </p><p><strong>00:00</strong> Live from GDC: introduction and episode setup </p><p><strong>01:37</strong> Awards buzz and early reception </p><p><strong>02:56</strong> From a bedroom prototype to a real studio </p><p><strong>04:25</strong> Outgrowing file sharing → moving to Perforce P4 </p><p><strong>05:28</strong> Unreal Engine integration and workflow setup </p><p><strong>07:32</strong> DevOps realities and nightly builds at a 30‑person studio </p><p><strong>10:20</strong> Discord bot for real‑time Perforce visibility </p><p><strong>13:51</strong> Scrappy tools vs. Over‑engineering </p><p><strong>25:55</strong> Exclusive file locking and milestone approval bot </p><p><strong>28:19</strong> Protecting release branches without slowing the team </p><p><strong>37:07</strong> The integration bot: managing dependencies across branches </p><p><strong>40:18</strong> What happens when a nightly build goes wrong </p><p><strong>46:17</strong> Advice for new studio founders </p><p><strong>48:52</strong> Building tools designers actually want to use </p><p><strong>50:28</strong> Using Unreal Sequencer for all skills </p><p><strong>52:09</strong> Closing remarks </p><p><strong>Speakers: </strong></p><ul><li><strong><u><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a></u>, </strong>Sr. P4 User Advocate </li><li><strong><a href="https://www.linkedin.com/in/tomguillermin/" rel="noopener noreferrer" target="_blank">Tom Guillermin</a>,</strong> CTO &amp; Founder, <a href="https://www.sandfall.co/" rel="noopener noreferrer" target="_blank">Sandfall Interactive </a></li></ul><br/><p><strong>Find Us Online: </strong></p><ul><li><u><a href="https://www.perforce.com/" rel="noopener noreferrer" target="_blank">Perforce.com</a></u> </li><li><u><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">https://www.perforce.com/podcasts/p4/in-development</a></u> </li><li><u><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">https://www.linkedin.com/company/perforce/</a></u> </li></ul><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">313bcdbf-c07b-4cc6-99be-ea68e43f813a</guid><itunes:image href="https://artwork.captivate.fm/9f485c22-bb57-41c7-b04e-3764784c543d/Sandfall-Interactive-Episode-Art.jpg"/><pubDate>Thu, 09 Apr 2026 08:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/313bcdbf-c07b-4cc6-99be-ea68e43f813a.mp3" length="76899829" type="audio/mpeg"/><itunes:duration>53:24</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>8</itunes:episode><podcast:episode>8</podcast:episode></item><item><title>Virtuos on Co-Dev, Custom Tools, and Staying Ahead of Performance Problems</title><itunes:title>Virtuos on Co-Dev, Custom Tools, and Staying Ahead of Performance Problems</itunes:title><description><![CDATA[<p>Join us as Marios Michaelides, Engineering Director at Virtuos, reveals how co-developers are solving one of gaming's toughest challenges: performance optimization at scale.</p><p>Whether you're shipping your first title or managing multiple AAA projects, Marios delivers actionable strategies for:</p><ol><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Catching performance regressions before they spiral out of control</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Building automated asset validation pipelines that scale with your team</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Balancing "finding the fun" with proactive optimization</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Avoiding costly crunch periods through smarter tooling decisions</li></ol><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></description><content:encoded><![CDATA[<p>Join us as Marios Michaelides, Engineering Director at Virtuos, reveals how co-developers are solving one of gaming's toughest challenges: performance optimization at scale.</p><p>Whether you're shipping your first title or managing multiple AAA projects, Marios delivers actionable strategies for:</p><ol><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Catching performance regressions before they spiral out of control</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Building automated asset validation pipelines that scale with your team</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Balancing "finding the fun" with proactive optimization</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Avoiding costly crunch periods through smarter tooling decisions</li></ol><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">25bf25fe-0aee-44eb-a8c1-ec055025db7c</guid><itunes:image href="https://artwork.captivate.fm/af1b42c3-f709-46eb-852c-04012530e811/Virtuos-Episode-Art.png"/><pubDate>Wed, 25 Mar 2026 08:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/25bf25fe-0aee-44eb-a8c1-ec055025db7c.mp3" length="45057969" type="audio/mpeg"/><itunes:duration>46:43</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>7</itunes:episode><podcast:episode>7</podcast:episode></item><item><title>In Development: Season 1 Trailer</title><itunes:title>In Development: Season 1 Trailer</itunes:title><description><![CDATA[<p>In Development brings you inside the technical realities of creating today's most ambitious digital experiences. Host Jase Lindgren delivers conversations with the problem-solvers who build, maintain, and optimize the tools, pipelines, and workflows powering games, media production, and realtime visualization.</p><p>Each episode features in-depth discussions with technical directors, pipeline specialists, and digital creators who share their approaches to overcoming real production challenges. Whether you're orchestrating asset workflows for AAA development, implementing virtual production techniques, or building realtime visualization systems for automotive design, you'll discover practical insights from industry veterans facing similar technical hurdles.</p><p>This isn't another surface-level tech podcast or marketing showcase—it's a forum for authentic technical conversations about what actually works in production. From managing massive asset libraries and optimizing collaboration workflows to solving the unique challenges of distributed teams and next-gen technologies, "In Development" goes beyond theory to explore the practical solutions that enable creative vision.</p><p>Join us for technical stories and solutions from the experts building tomorrow's digital experiences, one pipeline challenge at a time.</p><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></description><content:encoded><![CDATA[<p>In Development brings you inside the technical realities of creating today's most ambitious digital experiences. Host Jase Lindgren delivers conversations with the problem-solvers who build, maintain, and optimize the tools, pipelines, and workflows powering games, media production, and realtime visualization.</p><p>Each episode features in-depth discussions with technical directors, pipeline specialists, and digital creators who share their approaches to overcoming real production challenges. Whether you're orchestrating asset workflows for AAA development, implementing virtual production techniques, or building realtime visualization systems for automotive design, you'll discover practical insights from industry veterans facing similar technical hurdles.</p><p>This isn't another surface-level tech podcast or marketing showcase—it's a forum for authentic technical conversations about what actually works in production. From managing massive asset libraries and optimizing collaboration workflows to solving the unique challenges of distributed teams and next-gen technologies, "In Development" goes beyond theory to explore the practical solutions that enable creative vision.</p><p>Join us for technical stories and solutions from the experts building tomorrow's digital experiences, one pipeline challenge at a time.</p><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">48d254b0-be2d-4960-a933-ce1922b2f0f9</guid><itunes:image href="https://artwork.captivate.fm/14b5ea16-c706-4fb3-9727-76c3fe91c0c2/WUfcEuzMkddjTgjMvIUbRYZS.png"/><pubDate>Mon, 23 Feb 2026 07:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/48d254b0-be2d-4960-a933-ce1922b2f0f9.mp3" length="2529353" type="audio/mpeg"/><itunes:duration>01:45</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>trailer</itunes:episodeType><podcast:alternateEnclosure type="video/youtube" title="In Development: Season 1 Trailer"><podcast:source uri="https://youtu.be/P_xgsPIJfjQ"/></podcast:alternateEnclosure></item><item><title>Sharkmob&apos;s Journey to 10,000 Builds a Week: Infrastructure Scaling with Stephen Rodriguez</title><itunes:title>Sharkmob&apos;s Journey to 10,000 Builds a Week: Infrastructure Scaling with Stephen Rodriguez</itunes:title><description><![CDATA[<p>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.</p><p>Whether you're starting a new studio or expanding your current operations, Stephen delivers actionable strategies for:</p><ol><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Creating cost-effective infrastructure</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Leveraging valuable industry partnerships</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Establishing tech environments that maximize team productivity</li></ol><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></description><content:encoded><![CDATA[<p>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.</p><p>Whether you're starting a new studio or expanding your current operations, Stephen delivers actionable strategies for:</p><ol><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Creating cost-effective infrastructure</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Leveraging valuable industry partnerships</li><li data-list="bullet"><span class="ql-ui" contenteditable="false"></span>Establishing tech environments that maximize team productivity</li></ol><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">610a131e-ab76-400a-bda2-2650b8f8ecf9</guid><itunes:image href="https://artwork.captivate.fm/a405dab6-ca8b-41d9-82b3-3ac974852a0f/In-Development-Podcast-Episode-Art-2.png"/><pubDate>Thu, 12 Feb 2026 09:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/610a131e-ab76-400a-bda2-2650b8f8ecf9.mp3" length="69686898" type="audio/mpeg"/><itunes:duration>48:24</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>6</itunes:episode><podcast:episode>6</podcast:episode></item><item><title>Inside Star Trek: Discovery&apos;s LED Volumes With PIXOMONDO</title><itunes:title>Inside Star Trek: Discovery&apos;s LED Volumes With PIXOMONDO</itunes:title><description><![CDATA[<p>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.</p><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></description><content:encoded><![CDATA[<p>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.</p><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">b8352fd3-c0b6-4341-ba5d-203dd095e0fe</guid><itunes:image href="https://artwork.captivate.fm/27dfbe1f-a8a0-4d0c-85b4-3cbcf739df32/1-1.png"/><pubDate>Tue, 20 Jan 2026 10:15:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/b8352fd3-c0b6-4341-ba5d-203dd095e0fe.mp3" length="71021651" type="audio/mpeg"/><itunes:duration>49:19</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>5</itunes:episode><podcast:episode>5</podcast:episode></item><item><title>Crafting Immersive Audio in Cyberpunk 2077 and Next-Gen Open Worlds with Colin Walder, Engineering Director, CD PROJEKT RED</title><itunes:title>Crafting Immersive Audio in Cyberpunk 2077 and Next-Gen Open Worlds with Colin Walder, Engineering Director, CD PROJEKT RED</itunes:title><description><![CDATA[<p>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.&nbsp;</p><p>Colin and Jase dive into the technical and creative challenges of building immersive audio experiences in AAA games, including:&nbsp;</p><ul><li>The evolving and complex toolsets and technologies used to design and integrate audio in expansive open-world environments.&nbsp;</li><li>How the team tackled the massive scale of localized voiceovers, and the strategies they used to optimize audio streaming and memory usage.&nbsp;</li><li>What it's really like to collaborate across a distributed team of engineers, sound designers, and developers.&nbsp;</li><li>Why Opus is a game-changer for high-quality audio compression-and how it's being used in production.&nbsp;</li><li>Practical advice for small teams and indie developers looking to punch above their weight with limited resources.&nbsp;</li></ul><br/><p>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. </p><p>Speakers:&nbsp;</p><ul><li><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank"><strong>Jase Lindgren</strong></a><strong>, </strong>Sr. P4 User Advocate&nbsp;</li><li><a href="https://www.linkedin.com/in/colinwalder/" rel="noopener noreferrer" target="_blank"><strong>Colin Walder</strong></a>, Engineering Director at CD PROJEKT RED</li></ul><br/><p>Find Us Online:&nbsp;</p><ul><li><a href="https://Perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">https://www.perforce.com/podcasts/p4/in-development&nbsp;</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">https://www.linkedin.com/company/perforce/</a>&nbsp;&nbsp;</li></ul><br/>]]></description><content:encoded><![CDATA[<p>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.&nbsp;</p><p>Colin and Jase dive into the technical and creative challenges of building immersive audio experiences in AAA games, including:&nbsp;</p><ul><li>The evolving and complex toolsets and technologies used to design and integrate audio in expansive open-world environments.&nbsp;</li><li>How the team tackled the massive scale of localized voiceovers, and the strategies they used to optimize audio streaming and memory usage.&nbsp;</li><li>What it's really like to collaborate across a distributed team of engineers, sound designers, and developers.&nbsp;</li><li>Why Opus is a game-changer for high-quality audio compression-and how it's being used in production.&nbsp;</li><li>Practical advice for small teams and indie developers looking to punch above their weight with limited resources.&nbsp;</li></ul><br/><p>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. </p><p>Speakers:&nbsp;</p><ul><li><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank"><strong>Jase Lindgren</strong></a><strong>, </strong>Sr. P4 User Advocate&nbsp;</li><li><a href="https://www.linkedin.com/in/colinwalder/" rel="noopener noreferrer" target="_blank"><strong>Colin Walder</strong></a>, Engineering Director at CD PROJEKT RED</li></ul><br/><p>Find Us Online:&nbsp;</p><ul><li><a href="https://Perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">https://www.perforce.com/podcasts/p4/in-development&nbsp;</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">https://www.linkedin.com/company/perforce/</a>&nbsp;&nbsp;</li></ul><br/>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">c1cd151b-1d32-4891-ba70-650b85edc6d9</guid><itunes:image href="https://artwork.captivate.fm/eb730b8b-2883-423d-99a6-561ee4fdae69/Colin-Walder-In-Dev-Ep-1-Spotify-Thumbnail.jpg"/><pubDate>Thu, 04 Dec 2025 07:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/c1cd151b-1d32-4891-ba70-650b85edc6d9.mp3" length="77580684" type="audio/mpeg"/><itunes:duration>53:52</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>4</itunes:episode><podcast:episode>4</podcast:episode><podcast:alternateEnclosure type="video/youtube" title="Crafting Immersive Audio in Cyberpunk 2077 and Next-Gen Open Worlds with Colin Walder CD PROJEKT RED"><podcast:source uri="https://youtu.be/S_do_JdTT7A"/></podcast:alternateEnclosure></item><item><title>Fail Fast, Fix Faster: Pipeline Wisdom from Halo Infinite to Virtual Production</title><itunes:title>Fail Fast, Fix Faster: Pipeline Wisdom from Halo Infinite to Virtual Production</itunes:title><description><![CDATA[<p>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.</p><p>Jase and Luis dive into: </p><ul><li>Luis’s career journey from Apple to ICVR</li><li>How game engines like Unreal are transforming film and animation workflows</li><li>The challenges of re-educating artists on version control and pipeline tools</li><li>Why failure is necessary to innovation—and how to fail gracefully</li><li>Automating repetitive tasks to free up creative energy</li><li>The “stinky diaper” effect: how small frustrations snowball into major pipeline inefficiencies</li><li>How to identify hidden workflow problems through observation and user empathy</li><li>The importance of domain-driven design and stakeholder collaboration</li></ul><br/><p>This episode is a masterclass in creative tech leadership, packed with real-world stories, practical advice, and a few laughs along the way.</p><p><strong>Resources mentioned:</strong></p><p><a href="https://gdcvault.com/play/1025806/Tools-Tutorial-Day-The-System" rel="noopener noreferrer" target="_blank">Tools Tutorial Day: The System of Tools: Reducing Frustration in a Daily Workflow</a></p><p><a href="https://a.co/d/f5PAILE" rel="noopener noreferrer" target="_blank">Designing the User Experience of Game Development Tools</a></p><p><strong>Speakers:</strong></p><p><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a>, Sr. P4 User Advocate</p><p><a href="https://www.linkedin.com/in/luisplacid/" rel="noopener noreferrer" target="_blank">Luis Placid</a>, Contract Engineering Director at <a href="https://icvr.io/" rel="noopener noreferrer" target="_blank">ICVR</a>, Founder of ShiftStorm Entertainment</p><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></description><content:encoded><![CDATA[<p>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.</p><p>Jase and Luis dive into: </p><ul><li>Luis’s career journey from Apple to ICVR</li><li>How game engines like Unreal are transforming film and animation workflows</li><li>The challenges of re-educating artists on version control and pipeline tools</li><li>Why failure is necessary to innovation—and how to fail gracefully</li><li>Automating repetitive tasks to free up creative energy</li><li>The “stinky diaper” effect: how small frustrations snowball into major pipeline inefficiencies</li><li>How to identify hidden workflow problems through observation and user empathy</li><li>The importance of domain-driven design and stakeholder collaboration</li></ul><br/><p>This episode is a masterclass in creative tech leadership, packed with real-world stories, practical advice, and a few laughs along the way.</p><p><strong>Resources mentioned:</strong></p><p><a href="https://gdcvault.com/play/1025806/Tools-Tutorial-Day-The-System" rel="noopener noreferrer" target="_blank">Tools Tutorial Day: The System of Tools: Reducing Frustration in a Daily Workflow</a></p><p><a href="https://a.co/d/f5PAILE" rel="noopener noreferrer" target="_blank">Designing the User Experience of Game Development Tools</a></p><p><strong>Speakers:</strong></p><p><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a>, Sr. P4 User Advocate</p><p><a href="https://www.linkedin.com/in/luisplacid/" rel="noopener noreferrer" target="_blank">Luis Placid</a>, Contract Engineering Director at <a href="https://icvr.io/" rel="noopener noreferrer" target="_blank">ICVR</a>, Founder of ShiftStorm Entertainment</p><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">32219a36-ba9a-40d6-b802-c0feead66517</guid><itunes:image href="https://artwork.captivate.fm/985cbeb1-279e-4496-ae5d-13906bc453cd/Luis-Placid-In-Development-Podcast.png"/><pubDate>Thu, 13 Nov 2025 07:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/32219a36-ba9a-40d6-b802-c0feead66517.mp3" length="68367819" type="audio/mpeg"/><itunes:duration>47:29</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>3</itunes:episode><podcast:episode>3</podcast:episode></item><item><title>From Maya to Unreal: The Story Behind Nickelodeon&apos;s Max &amp; the Midknights with Sica von Medicus, CG Supervisor, Nickelodeon</title><itunes:title>From Maya to Unreal: The Story Behind Nickelodeon&apos;s Max &amp; the Midknights with Sica von Medicus, CG Supervisor, Nickelodeon</itunes:title><description><![CDATA[<p>In this episode, Sica von Medicus, CG Supervisor on <em>Max &amp; the Midknights</em> at Nickelodeon, takes us behind the scenes of one of animation's most ambitious pipeline transformations.</p><p>Sica and Jase explore the messy reality of innovation, including:</p><ul><li>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.</li><li>Why everyone told them "don't use Alembics" – and why they had to do it anyway to preserve the expressive character animation they needed.</li><li>How they invented a custom rim lighting shader when Unreal's limited light channels couldn't handle their complex character lighting needs.</li><li>The creative workarounds for managing international vendor relationships without shared version control systems.</li><li>What it really takes to maintain that "claymation" look in a game engine designed for photorealism.</li></ul><br/><p>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.</p><p>Speakers:</p><p><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a>, Sr. P4 User Advocate</p><p><a href="https://www.linkedin.com/in/jessicavonmedicus/" rel="noopener noreferrer" target="_blank">Sica von Medicus</a>, CG Supervisor at <a href="https://www.nick.com/" rel="noopener noreferrer" target="_blank">Nickelodeon</a></p><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></description><content:encoded><![CDATA[<p>In this episode, Sica von Medicus, CG Supervisor on <em>Max &amp; the Midknights</em> at Nickelodeon, takes us behind the scenes of one of animation's most ambitious pipeline transformations.</p><p>Sica and Jase explore the messy reality of innovation, including:</p><ul><li>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.</li><li>Why everyone told them "don't use Alembics" – and why they had to do it anyway to preserve the expressive character animation they needed.</li><li>How they invented a custom rim lighting shader when Unreal's limited light channels couldn't handle their complex character lighting needs.</li><li>The creative workarounds for managing international vendor relationships without shared version control systems.</li><li>What it really takes to maintain that "claymation" look in a game engine designed for photorealism.</li></ul><br/><p>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.</p><p>Speakers:</p><p><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Jase Lindgren</a>, Sr. P4 User Advocate</p><p><a href="https://www.linkedin.com/in/jessicavonmedicus/" rel="noopener noreferrer" target="_blank">Sica von Medicus</a>, CG Supervisor at <a href="https://www.nick.com/" rel="noopener noreferrer" target="_blank">Nickelodeon</a></p><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">7333b753-4163-48e9-9c8f-b0cfd85641d4</guid><itunes:image href="https://artwork.captivate.fm/205357c4-bcbd-41fa-b330-3b27031c20fa/EpisodeThumb-small.jpg"/><pubDate>Thu, 30 Oct 2025 07:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/7333b753-4163-48e9-9c8f-b0cfd85641d4.mp3" length="77419561" type="audio/mpeg"/><itunes:duration>53:46</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>2</itunes:episode><podcast:episode>2</podcast:episode></item><item><title>Ready or Not, Here Comes CI/CD: Build Systems for an Indie Sensation</title><itunes:title>Ready or Not, Here Comes CI/CD: Build Systems for an Indie Sensation</itunes:title><description><![CDATA[<p>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:</p><ul><li>The process of expanding their technology stack and operational processes to support a growing player base and development needs. </li><li>The<strong> </strong>strategies and tooling needed to enable seamless local development across a remote team, including custom workflows and version control practices. </li><li>Transitioning from a homegrown build system to leveraging Unreal Engine’s advanced tools—Unreal Game Sync, Horde, and BuildGraph—for automation, integration, and scalability. </li><li>The evolution of their CI/CD pipeline, including improvements in branch management, build reliability, and debugging efficiency.</li></ul><br/><p>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.</p><p><strong>Speakers:</strong>&nbsp;&nbsp;&nbsp;&nbsp;</p><ul><li><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank"><strong>Jase Lindgren</strong></a><strong>, </strong>Sr. P4 User Advocate</li><li><a href="https://www.linkedin.com/in/stephen-post-a07bb25b/" rel="noopener noreferrer" target="_blank"><strong>Stephen Post,</strong></a><strong><u> </u></strong>Technical Director at VOID Interactive</li></ul><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></description><content:encoded><![CDATA[<p>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:</p><ul><li>The process of expanding their technology stack and operational processes to support a growing player base and development needs. </li><li>The<strong> </strong>strategies and tooling needed to enable seamless local development across a remote team, including custom workflows and version control practices. </li><li>Transitioning from a homegrown build system to leveraging Unreal Engine’s advanced tools—Unreal Game Sync, Horde, and BuildGraph—for automation, integration, and scalability. </li><li>The evolution of their CI/CD pipeline, including improvements in branch management, build reliability, and debugging efficiency.</li></ul><br/><p>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.</p><p><strong>Speakers:</strong>&nbsp;&nbsp;&nbsp;&nbsp;</p><ul><li><a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank"><strong>Jase Lindgren</strong></a><strong>, </strong>Sr. P4 User Advocate</li><li><a href="https://www.linkedin.com/in/stephen-post-a07bb25b/" rel="noopener noreferrer" target="_blank"><strong>Stephen Post,</strong></a><strong><u> </u></strong>Technical Director at VOID Interactive</li></ul><br/><p>Get In Touch: </p><ul><li>E-mail: <a href="mailto:p4podcast@perforce.com" rel="noopener noreferrer" target="_blank">p4podcast@perforce.com</a> </li><li>LinkedIn: <a href="https://www.linkedin.com/in/jaselindgren/" rel="noopener noreferrer" target="_blank">Linkedin.com/in/jaselindgren</a></li></ul><br/><p>Find Us Online:</p><ul><li><a href="https://perforce.com" rel="noopener noreferrer" target="_blank">Perforce.com</a></li><li><a href="https://www.perforce.com/podcasts/p4/in-development" rel="noopener noreferrer" target="_blank">Perforce.com/podcasts/p4/in-development</a></li><li><a href="https://www.linkedin.com/company/perforce/" rel="noopener noreferrer" target="_blank">Linkedin.com/company/perforce</a></li></ul><br/><p><br></p>]]></content:encoded><link><![CDATA[https://www.perforce.com/podcasts/p4/in-development]]></link><guid isPermaLink="false">0f3b7cf4-0f53-4fb2-8602-73fc51dc52c1</guid><itunes:image href="https://artwork.captivate.fm/13a9365c-26d2-411c-b5e5-2048dac00207/EpisodeThumbnail-small.jpg"/><pubDate>Wed, 15 Oct 2025 07:00:00 -0500</pubDate><enclosure url="https://episodes.captivate.fm/episode/0f3b7cf4-0f53-4fb2-8602-73fc51dc52c1.mp3" length="93295532" type="audio/mpeg"/><itunes:duration>01:04:47</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:episodeType>full</itunes:episodeType><itunes:episode>1</itunes:episode><podcast:episode>1</podcast:episode><podcast:alternateEnclosure type="video/youtube" title="Ready or Not, Here Comes CI/CD: Build Systems for an Indie Sensation"><podcast:source uri="https://youtu.be/PWNrJ6ByZ2o"/></podcast:alternateEnclosure></item></channel></rss>