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Tuesday, October 8 • 12:00pm - 12:50pm
Technical Direction for One

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Regardless of whether you’re the sole developer on an indie game, leading a small group of
programmers, or the technical director overseeing multiple engineering departments, you will face the
same problems and decision points in the choice and use of technology on your projects.

By the time your game has shipped, you will have made hundreds of decisions around coding
standards and best practices, use of testing and automation, continuous integration and deployment,
release processes, client and server technology, and middleware selections. As the technical expert
on the project you will likely have also had to make decisions around IT issues such as version control,
backups, hardware and software purchases, and security.

Besides developing a game, you will find yourself building bespoke tools for engineers, designers,
artists, producers, QA and customer support, and processes to go along with them.
If you’re a solo developer or head of a small team, ideally your decisions are setting up your studio for
growth and sustainability; whereas if you’re already leading a large team you are already well aware of
the difficulty in maintaining high productivity with so many hands on deck.

Drawing on his experience leading both large and small teams, Alex will explore these issues and
provide guiding principles for technical directors at all levels of experience, with a particular focus on
risk assessment and mitigation, and setting up processes and practices up-front that can scale as a
team grows.

Speakers
avatar for Alex Holkner

Alex Holkner

Alex worked at EA Firemonkeys as the technical director of a number of mobile titles, and eventually asthe studio technical director overseeing the engineering discipline of multiple games. He was asignificant contributor to some highly successful releases including The Sims FreePlay... Read More →


Tuesday October 8, 2019 12:00pm - 12:50pm
Room 112

Attendees (42)