With nearly two decades of experience in programming and animation, I have progressed from animator to technical animator, and later to animation engineer and research developer, with a focus on runtime and production development. I have worked across three industries—Film & Previs, Motion Capture & Software Engineering, and Game Development—each involving different aspects of real-time animation.
In the motion capture and animation community, I am known as Neill3d, where I contribute to open-source projects and produce tutorial videos to support and educate others in the field.
As live service games scale, studios must decide which tools to develop in-house and which to source from third parties. Striking the right balance can impact everything from agility to long-term costs, but making the wrong choice can drain resources or limit flexibility. This panel will dive into how these decisions affect budgets, impact development efficiency, and a studio’s ability to keep up with evolving player needs:
Check out the incredible speaker line-up to see who will be joining Sergei.
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