Building a Pipeline

This was a talk presented to the 2015 Sega Coder Conference on building a new asset pipeline for SI from scratch. This consisted of an FBX-based exporter with a wide array of texture format support, and a Jenkins-based content build setup that automatically generated new game-format assets on source check-in.

A year later, as part of a series of "lightning" talks, I covered some additions in, "Pipeline II- The Reckoning".