Mark Lintott

Mark Lintott

Epic Games

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Mark has been leading engineering teams and developing engine frameworks for over 25 years. 

Most recently he has been leading the Foundation Group at Epic Games which are responsible for a wide variety of areas in Unreal Engine from low-level engine features to data build systems, automation and testing frameworks, CIS and Developer Tools.

Prior to joining Epic Games, Mark spent 17 years at SONY Interactive Entertainment Europe where, as Technical Director, he led the development of proprietary engine technology across 4 iterations of Playstation hardware and released over 20 Playstation titles. 

Mark Lintott is speaking at the following session/s

Improving Developer Iteration in Unreal Engine 5

It is widely accepted that the more efficiently a developer can iterate, the more likely the result of their efforts will be much higher in quality.

The rate of growth for modern games and the more recent world events that have forced many of us to work in a more globally distributed and isolated manner have only made developer iteration harder than ever.

Long sync times from source control, increasingly long data and code builds, valuable SSD space being eaten up and increasing larger product footprint are just some of the factors affecting our ability to work efficiently in this new world.

During this talk we will take a walk through some of the upcoming features for Unreal Engine 5, which will soon be made available to licensees, that have already impacted developer iteration for both The Matrix Awakens Demo and Fortnite, and for our teams and partners at Epic Games.

Session speakers

Diving Deeper into Developer Iteration in Unreal Engine 5

Following Mark’s talk about developer iteration in Unreal 5 you’re invited to join this round table to dive deeper into issues that may be impacting your projects.

The rate of growth for modern games and the more recent world events that have forced many of us to work in a more globally distributed and isolated manner have only made developer iteration harder than ever.

Long sync times from source control, increasingly long data and code builds, valuable SSD space being eaten up and increasing larger product footprint are just some of the factors affecting our ability to work efficiently in this new world.

Come and join this interactive session and get a greater insight into how you can work more efficiently with UE5.

Session speakers

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