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In Development

Podcast by Perforce Software

English

Culture & leisure

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About In Development

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.

All episodes

10 episodes

episode Everything Is Connected: Warhorse Studios’ Quest System for Kingdom Come: Deliverance II artwork

Everything Is Connected: Warhorse Studios’ Quest System for Kingdom Come: Deliverance II

In Kingdom Come: Deliverance II, quests aren’t isolated scripts—they’re a tightly connected web of story, state, dialogue, and world logic. Making that work at the scale of a 250‑person, six‑year production required tooling designed specifically for narrative complexity. Warhorse Studios Lead DevOps Programmer, Petr Nohejl breaks down Scout, Warhorse’s proprietary quest system. Originally built as a dialogue editor, Scout evolved into the central system driving quests, random encounters, NPC behavior, and narrative state across the entire game. Rather than hiding complexity, Scout makes it visible. Petr explains how designers navigate a bird’s‑eye view of quest dependencies, how validation happens long before QA ever sees a build, and why Perforce P4 isn’t just used for version control—but is embedded directly into the workflow. In this episode: * How Scout grew from a dialogue tool into the core quest and dialogue system for KCD II * Why Warhorse built a custom quest system and how it unlocked access for sound, localization, and narrative teams * The “switchboard” view that exposes quest dependencies across the entire game world * How P4 server‑side triggers validate quest logic before changes hit the build pipeline * Why Warhorse runs real in‑game scenarios 24/7 to catch issues at scale * Lessons carried forward from Kingdom Come: Deliverance I, including the origin of the “I feel quite hungry” meme * Easter eggs, side projects, and the human craft behind a large RPG production Speakers: * Jase Lindgren [https://www.linkedin.com/in/jaselindgren/], Principal User Advocate, Perforce * Petr Nohejl, Lead DevOps Programmer, Warhorse Studios Find Us Online: * Perforce.com [https://www.perforce.com/] * https://www.perforce.com/podcasts/p4/in-development [https://www.perforce.com/podcasts/p4/in-development] * https://www.linkedin.com/company/perforce/ [https://www.linkedin.com/company/perforce/] Timestamps: [00:02:10] Welcome & Kingdom Come Origins [00:04:54] Scaling Development at Warhorse [00:13:42] Quest Assets & Workflow Rules [00:16:47] Scout Tool Deep Dive [00:28:45] Validation, Automation & Testing [00:35:36] Open World Challenges [00:40:27] Quest Design Examples [00:47:32] Humor, Memes & Easter Eggs [00:54:43] History, Career & The Future

14 May 2026 - 1 h 1 min
episode The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year) artwork

The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)

Recorded live at GDC 2026, Jase sat down with Tom Guillermin, Co‑Founder and CTO of Sandfall Interactive, to unpack how Clair Obscur: Expedition 33 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. In this episode: * Why Sandfall Interactive chose Perforce P4 + Unreal over DIY versioning * How lightweight bots gave real‑time visibility and protected release branches * What enabling nightly builds across PC, Xbox, and PlayStation really looks like at a small studio * Tom’s advice for founders: technology should serve designers, not slow them down Timestamps: 00:00 Live from GDC: introduction and episode setup 01:37 Awards buzz and early reception 02:56 From a bedroom prototype to a real studio 04:25 Outgrowing file sharing → moving to Perforce P4 05:28 Unreal Engine integration and workflow setup 07:32 DevOps realities and nightly builds at a 30‑person studio 10:20 Discord bot for real‑time Perforce visibility 13:51 Scrappy tools vs. Over‑engineering 25:55 Exclusive file locking and milestone approval bot 28:19 Protecting release branches without slowing the team 37:07 The integration bot: managing dependencies across branches 40:18 What happens when a nightly build goes wrong 46:17 Advice for new studio founders 48:52 Building tools designers actually want to use 50:28 Using Unreal Sequencer for all skills 52:09 Closing remarks Speakers: * Jase Lindgren [https://www.linkedin.com/in/jaselindgren/], Sr. P4 User Advocate * Tom Guillermin [https://www.linkedin.com/in/tomguillermin/], CTO & Founder, Sandfall Interactive [https://www.sandfall.co/] Find Us Online: * Perforce.com [https://www.perforce.com/] * https://www.perforce.com/podcasts/p4/in-development [https://www.perforce.com/podcasts/p4/in-development] * https://www.linkedin.com/company/perforce/ [https://www.linkedin.com/company/perforce/] Get In Touch: * E-mail: p4podcast@perforce.com [p4podcast@perforce.com] * LinkedIn: Linkedin.com/in/jaselindgren [https://www.linkedin.com/in/jaselindgren/] Find Us Online: * Perforce.com [https://perforce.com] * Perforce.com/podcasts/p4/in-development [https://www.perforce.com/podcasts/p4/in-development] * Linkedin.com/company/perforce [https://www.linkedin.com/company/perforce/]

9 Apr 2026 - 53 min
episode Virtuos on Co-Dev, Custom Tools, and Staying Ahead of Performance Problems artwork

Virtuos on Co-Dev, Custom Tools, and Staying Ahead of Performance Problems

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. Whether you're shipping your first title or managing multiple AAA projects, Marios delivers actionable strategies for: * Catching performance regressions before they spiral out of control * Building automated asset validation pipelines that scale with your team * Balancing "finding the fun" with proactive optimization * Avoiding costly crunch periods through smarter tooling decisions Get In Touch: * E-mail: p4podcast@perforce.com [p4podcast@perforce.com] * LinkedIn: Linkedin.com/in/jaselindgren [https://www.linkedin.com/in/jaselindgren/] Find Us Online: * Perforce.com [https://perforce.com] * Perforce.com/podcasts/p4/in-development [https://www.perforce.com/podcasts/p4/in-development] * Linkedin.com/company/perforce [https://www.linkedin.com/company/perforce/]

25 Mar 2026 - 46 min
episode In Development: Season 1 Trailer artwork

In Development: Season 1 Trailer

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. 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. 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. Join us for technical stories and solutions from the experts building tomorrow's digital experiences, one pipeline challenge at a time. Get In Touch: * E-mail: p4podcast@perforce.com [p4podcast@perforce.com] * LinkedIn: Linkedin.com/in/jaselindgren [https://www.linkedin.com/in/jaselindgren/] Find Us Online: * Perforce.com [https://perforce.com] * Perforce.com/podcasts/p4/in-development [https://www.perforce.com/podcasts/p4/in-development] * Linkedin.com/company/perforce [https://www.linkedin.com/company/perforce/]

23 Feb 2026 - 1 min
episode Sharkmob's Journey to 10,000 Builds a Week: Infrastructure Scaling with Stephen Rodriguez artwork

Sharkmob's Journey to 10,000 Builds a Week: Infrastructure Scaling with Stephen Rodriguez

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. Whether you're starting a new studio or expanding your current operations, Stephen delivers actionable strategies for: * Creating cost-effective infrastructure * Leveraging valuable industry partnerships * Establishing tech environments that maximize team productivity Get In Touch: * E-mail: p4podcast@perforce.com [p4podcast@perforce.com] * LinkedIn: Linkedin.com/in/jaselindgren [https://www.linkedin.com/in/jaselindgren/] Find Us Online: * Perforce.com [https://perforce.com] * Perforce.com/podcasts/p4/in-development [https://www.perforce.com/podcasts/p4/in-development] * Linkedin.com/company/perforce [https://www.linkedin.com/company/perforce/]

12 Feb 2026 - 48 min
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