Steve Ewart
Havok



Steve has been with Havok for over 20 years, working with studios pushing the limits of game engine technology as well as evangelising to new users who are taking their first steps with Havok Technology. Steve assists studios in the end-to-end technical evaluation process of the Havok C++ SDKs and Unreal integration whether they be looking to integrate within their own inhouse engines or Unreal.
Steve Ewart is speaking at the following session/s
Bridging the Many World Representations in Video Games
Our game graphics have reached a level where differentiation may come, if not from style, then by pulling from other representations of the world. Aside from the graphical, the audible, navigable, and physical representations of the game are unique; each needing to be described, queried, and updated independently. They also need to work in an efficient pipeline, ultimately complementing each other.
Given the complexity that may arise from communication within and between the many representations of the game world, we need tools to help interpret the data flow without requiring domain expertise.
This session walks through the creation, maintenance, and analysis of these representations through the optics of the Havok SDKs and tools, with the aim of enhancing the interaction and immersion in a final cohesive game world.
Session Takeaway
- Understand how different representations of the game world can be generated from the graphical representation automatically.
- Learn about approaches to keeping the different representations correlated and communicating efficiently with each other.
- Get an overview of the visual tools needed to allow anyone to interpret & analyse non-graphical representations of the world.
Session speakers