Elif Ulasoglu

Elif Ulasoglu

Pixomondo

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Elif is a pipeline developer working across film, animation, and game development, with a focus on DCC pipelines, tooling, and production workflows. Her background includes work across VFX, animation, and games, with credits including House of the Dragon, Love Death and Robots, and Destiny 2 The Final Shape, where she has built and supported pipelines used by artists and technical teams

Elif Ulasoglu is speaking at the following session/s

What Games Can Steal from Film Pipelines (and What They Shouldn’t)

Modern game development relies heavily on DCC tools such as Maya, Houdini, and Blender, yet these tools are often treated as isolated asset exporters rather than part of a cohesive pipeline.

In this session, I’ll share practical approaches for building more robust DCC pipelines for games by borrowing ideas from film and animation pipelines while also highlighting film workflows that break down in real-time production. Drawing on experience across film, animation, and game cinematics, I’ll cover which concepts translate well to games, which ones should be avoided, and how to adapt both without over-engineering.

The focus is on pipeline architecture and production realities rather than specific tools or code. Attendees will leave with concrete strategies for improving DCC pipelines to better support iteration, scale, and collaboration in modern game development.


Session Takeaway

  • How stronger DCC pipeline structure improves iteration speed, stability, and collaboration across art, cinematics, and engineering.
  • What kinds of pipeline capabilities games can benefit from, based on lessons learned from film and animation pipelines.
  • Why investing in pipeline architecture and tooling pays off as teams and content scale.


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