Talk: Ulas Karademir (IO Interactive) - How the 3D pipeline got complicated & heavy?

Talk: Ulas Karademir (IO Interactive) - How the 3D pipeline got complicated & heavy?

On Sep 2, Ulas Karademir, the Chief Technology Officer at IO Interactive, will visit ITU to give a talk on some of the performance challenges in game engines. The talk is open to both staff and students. 

About the event

When
Wednesday, September 2, 2026 10:15 AM - Wednesday, September 2, 2026 11:00 AM

Where
Aud 3 (2A56)

Title: How the 3D pipeline got complicated and heavy?

Talk contents: The talk will cover the following challenges in game engines in relation to the title.
Structural causes: cross-generation parity, duplication for streaming locality, live-service accumulation without deletion, shader permutations, localized audio, incompressible data.
The internal cost nobody counts: workstation sync, version-control load, CI artefacts, build-farm egress, QA download latency. Storage is a developer-velocity problem long before it is a consumer problem.
Lean framing that will land with an engineering audience: build size is work-in-progress made physical. Large batches, slow feedback, high carrying cost.
Internet doesn't have a solution for 3D.

Speaker bio: Ulas Karademir is the Chief Technology Officer at IO Interactive, the acclaimed studio behind the Hitman franchise and the 007 First Light- James Bond game. In his role, Ulas oversees IOI's technical operations, the continuous development of Glacier - IOI's proprietary in-house game engine—and works closely with the production team on the studio's current projects.