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Ready At Dawn Integrates Perforce With Internal Game Engine

God of War: Chains of Olympus dev Ready At Dawn is integrating its recently-introduced console game engine with Perforce's software configuration management system, the studio said Friday.

Kris Graft, Contributor

February 5, 2010

1 Min Read
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God of War: Chains of Olympus dev Ready At Dawn is integrating its recently-introduced console game engine with Perforce's software configuration management system, the studio said Friday. "Our entire asset management behind is basically Perforce," Ready At Dawn president Didier Malenfant told Gamasutra in a recent interview, prior to the official announcement of the software-technology partnership today. Ready At Dawn said it will "fully integrate" the Perforce SCM solution with the Ready At Dawn Engine's asset management system. "The integration complements Ready At Dawn’s proprietary code-base plus its integrations with 3D content editing, audio and user interface systems," Ready At Dawn said in a statement. Ready At Dawn, which made its name creating the critically- and commercially-successful PSP games Daxter and God of War: Chains of Olympus, announced in October last year that it would begin licensing its own game engine. While the studio specialized in PSP game development, the Ready At Dawn engine supports Xbox 360, PlayStation 3, as well as PSP. "By leveraging Perforce's SCM server technology, the Ready At Dawn Engine is able to take advantage of unlimited scalability, fast SCM operations and versioning of an entire game project, both code and data, all in one place allowing for flexible, fast and intuitive branch and merge capability," Ready At Dawn said. "Furthermore, all art related asset management functionality is integrated into the platform's toolset allowing for a completely transparent and intuitive workflow." Malenfant added, "Using Perforce's proven server technology as a back end for both our code and data asset management systems allows you to work in a complete sandbox environment while easily keeping track of every single change of their entire game project."

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2010

About the Author

Kris Graft

Contributor

Kris Graft is publisher at Game Developer.

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