Omer Shapira

Omer Shapira

omershapira.com

Graphics ∩ Vision, Electronic Elsewheres. AI for XR @ Meta. Previously : NVIDIA {Research, Omniverse XR, Robotics}, much before that VR, VFX & TV. Thinkpiece Piñata & Artist inbetween. Opinions? No 📍Brooklyn/TLV https://omershapira.com

👤 Joined on 11 April 2023

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📜 Kullanıcı Geçmişi

  • 11 Nis 2023, 01:15
    🎉 Bluesky'e katıldı - İlk kullanıcı adı: @omershapira.bsky.social
  • 08 Tem 2023, 21:40
    ✏️ Kullanıcı adı değişti: @omershapira.bsky.social → @omershapira.com
  • 10 Kas 2023, 01:58
    🔄 Profil bilgileri güncellendi

❤️ Beğendiği Gönderiler

If England barely fights off the Norwegians, but then is too exhausted to resist France, you do realize we’re getting a tapestry about it

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mmalex
22 June 2026 00:10

secret sauce: any bug had a snapshot of game start, game end, all pad inputs and you could replay the bug to the exact frame of crash or bug, repeatedly, determinstically. bug fix rate went thru the roof. we sucked for localisation in particular because we chose to not do that 'inhouse'. regrets.

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mmalex
22 June 2026 00:10

so when the videos were viewed in their inhouse web tools, they got perf graphs, live annotation tools, bug labelling, etc - synced to the video. you could click a pixel in that video and see what asset that was, who placed it, in what revision. see a chair out of place? film it, click it, done.

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mmalex
22 June 2026 00:10

once you use these sort of tools, you'll never want to go back. and this stuff is pretty standard for studios that have been iterating on their inhouse tools for a few years. at mm we lagged some of that, but we had ugc problems not big content problems to solve. determinism + replays were our /

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mmalex
22 June 2026 00:08

in particular, on the unsexy parts of game engines: build times, artist workflows, qa integration, localisation, collaboration... all the public engines set such an insanely low bar here, as everyone focuses on the fancy gfx... i remember seeing naughtydogs internal review/qa/bug/annotation/

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