Uploaded October 2025 | Updated September 2026, 2 weeks ago
In this episode, Stephen Post, Technical Director at VOID Interactive, joins Jase for a deep dive into the technical evolution of Ready or Not, the acclaimed tactical shooter game. Stephen discusses the complexities of expanding their fully remote, globally distributed studio—from a small team of 9 to more than 75—covering key challenges such as:
• The process of expanding their technology stack and operational processes to support a growing player base and development needs.
• The strategies and tooling needed to enable seamless local development across a remote team, including custom workflows and version control practices.
• Transitioning from a homegrown build system to leveraging Unreal Engine’s advanced tools—Unreal Game Sync, Horde, and BuildGraph—for automation, integration, and scalability.
• The evolution of their CI/CD pipeline, including improvements in branch management, build reliability, and debugging efficiency.
Whether you're a solo developer, technical lead, or project manager, this episode offers a candid and practical look at what it takes to scale a game—and a studio—without compromising on quality or agility.
Speakers:
· Jase Lindgren, Sr. P4 User Advocate
· Stephen Post, Technical Director at VOID Interactive
Find Us Online:
· perforce.com/podcasts/p4/in-development
· linkedin.com/company/perforce
In this episode, Stephen Post, Technical Director at VOID Interactive, joins Jase for a deep dive into the technical evolution of Ready or Not, the acclaimed tactical shooter game. Stephen discusses the complexities of expanding their fully remote, globally distributed studio—from a small team of 9 to more than 75—covering key challenges such as:
• The process of expanding their technology stack and operational processes to support a growing player base and development needs.
• The strategies and tooling needed to enable seamless local development across a remote team, including custom workflows and version control practices.
• Transitioning from a homegrown build system to leveraging Unreal Engine’s advanced tools—Unreal Game Sync, Horde, and BuildGraph—for automation, integration, and scalability.
• The evolution of their CI/CD pipeline, including improvements in branch management, build reliability, and debugging efficiency.
Whether you're a solo developer, technical lead, or project manager, this episode offers a candid and practical look at what it takes to scale a game—and a studio—without compromising on quality or agility.
Speakers:
· Jase Lindgren, Sr. P4 User Advocate
· Stephen Post, Technical Director at VOID Interactive
Find Us Online:
· perforce.com/podcasts/p4/in-development
· linkedin.com/company/perforce










