Anvil - Ubisoft’s engine workflow | Nicolas Lopez @WookashPodcast
Anvil - Ubisoft’s engine workflow | Nicolas Lopez  @WookashPodcast
Uploaded December 2025 | Updated September 2026, 1 week ago
Nicolas Lopez
X: https://x.com/Nicolas_Lopez_
Anvil Rendering Architecture: youtube.com/watch?v=CcYq18bkvyU
Rendering Shadows in Assassin's Creed: youtube.com/watch?v=yj5pYktC3X8&t

Lots of talking points revolve around latest Assassin’s Creed Shadows: store.steampowered.com/app/3159330/Assassins_Creed_Shadows

Wookash Podcast
Show links: podcasters.spotify.com/pod/show/lukasz-sciga
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Youtube: youtube.com/channel/UC9J9u3apteD0EuFjzRpt71w
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Chapters:
00:00 Let the Journey Begin
04:00 What Makes a Game Worth Building?
07:54 Perforce: Friend or Nightmare?
13:25 When Mono-Repo Actually Works
16:07 Shared vs Separate Tech
20:47 What Should You Build Yourself?
27:35 Reality Check: Game Tech Edition
30:27 Rendering Pipeline
36:17 Should You Abstract the Renderer?
43:03 Testing Graphics
48:11 Planning for Multiple Platforms
51:32 Where the Bottleneck Really Is
53:10 Enter Sharpmake
58:22 Modules vs Packages
01:02:42 Tools That Actually Help
01:06:48 The Editor Question
01:13:41 What You Want to Work On
01:19:56 Communication: The Real Complexity
01:22:07 Engines
01:22:31 Final Thoughts & Games You Play
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Anvil - Ubisoft’s engine workflow | Nicolas Lopez

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