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Omer Shapira

@omershapira.com did:plc:bif3zxl7rmnyxv25xcqltgh3

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

Bei Bluesky seit

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Zusammenfassung

Omer Shapira (@omershapira.com) ist seit 11 April 2023 auf Bluesky. Das Konto hat 3.199 Follower, folgt 541 Konten und hat 1.244 Posts veröffentlicht.

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Öffentliche Likes aus dem Bluesky-Netzwerk.

  • Ted Underwood@tedunderwood.com

    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@mmalex.bsky.social

    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@mmalex.bsky.social

    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@mmalex.bsky.social

    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@mmalex.bsky.social

    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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