2025/04 - Performance Analysis & Game Optimization for Artists (Ben Cloward)
Formation créée le 27/01/2025. Dernière mise à jour le 04/03/2025.
Version du programme : 1
Programme de la formation
Learn to optimize game performance in any engine using the same methods used at AAA game studios. In this course, Ben Cloward, Staff Tech Artist at Unity shares optimization principles and techniques he has learned over 25 years working on titles like Star Wars The Old Republic and Anthem. We'll learn to use powerful profiling tools, analyze the results, and then apply optimizations to all aspects of the project including models, shaders, terrain, effects, post-processing, and more. April 7th in Paris and April 9th in Lyon 1) Introduction and overview of the course 2) Fundamental Principles of Game Optimization 3) Project First Steps 4) Preparing for Analysis 5) Analyze First, Then Optimize 6) Deeper Analysis 7) Shader Optimization 8) Hands On Time
Objectifs de la formation
- Learn the fundamental principles of game optimization
- Learn the processes and tools used to analyze game performance and find targets for optimization
- Apply knowledge to improve the performance of a real game level
Profil des bénéficiaires
- Technical Artist
- Environment Artist
- Prop Artist
- Character Artist
- Basic understand of game asset creation
- Experience using a common game engine such as Unreal or Unity
Contenu de la formation
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Introduction and overview of the course
-
Fundamental Principles of Game Optimization
- Motivation for Optimization
- What not to do
- Why artists should optimize
- Framerate vs Frametime
- The Graphics Pipeline
- Rendering Methods - Deferred vs Forward
- Two Types of Optimization: Model Optimization & Game Optimization
- When to Optimize
-
First Steps
- Setting Hardware and Framerate Targets
- Learning about your targets
- Setting content budgets
-
Preparing for Analysis
- Capture Outside the Editor
- Fixed Position Cameras
- Isolation and Stabilization of frametime
- Tracking Results
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Analyze, Then Optimize
- CPU Bound or GPU Bound
- CPU Bound W/High Draw Calls
- CPU Bound With Low Draw Calls
- GPU Bound W/High Poly Count
- GPU Bound W/Low Poly Count
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Deeper Analysis
- Software Options
- Low Hanging Fruit
- Finding Long Drawcalls
- Optimize and Repeat
-
Shader Optimization
- Reduce texture samples
- Use simplified math
- Move work to the vertex shader
- Don't do things multiple times
- Don't over normalize
- Use compressed textures
- Reduce texture resolution
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Hands On Time
- Live exercices
Ben Cloward is a Staff Technical Artist at Unity where he works as the Product Owner for Shader Graph - a tool that enables artists to create shaders with a node-based interface. Previous to Unity, Ben worked at BioWare for 14 years with a focus on shaders, rendering, and performance. At Bioware, he made major contributions to both Star Wars: The Old Republic and Anthem. He has a total of 25 years of game industry experience as an animator, artist, and technical artist and is credited in more than 10 shipped titles. In 2003, Ben began learning to create shaders as a hobby. In 2006 he began work with Kees Rijnen on what would become the ShaderFX plugin for 3ds Max. ShaderFX is a tool that allows artists with no programming experience to create real-time shaders. It was later bought by Autodesk and is now the primary method to create real-time shaders in both 3ds Max and Maya. Ben loves to share what he has learned. He publishes weekly YouTube videos that teach viewers basics and more advanced techniques in shader authoring. His channel has over 260 videos, more than 65,000 subscribers, and over 4.8 million views.
- Evaluation des compétences acquises via un questionnaire
Modalités de certification
- Délivrance d'un certificat de réalisation