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About the Book

Developing tools and pipelines for use in Film and Games is a unique challenge, where we must finely balance speed, stability, usability, and performance.

Everything is always urgent, everything is always broken, and we developers are left scrambling to hold the system together while begging production for time to "do things properly" and clean up accumulated code debt.

In a sense, it's like being in a pit crew; getting the driver back out there is your number one priority, sometimes with more duct tape than we care to admit.

That is what this book is about: how to deliver better tools while facing the uphill battle of a production in full swing and hopefully retaining some semblance of sanity at the end.

Prerequisites

This book is aimed at TDs and technical artists with an interest in production pipelines, but as it's mostly theory you should be able to get by with the basics.

Provided you have some experience with python and PySide you should get along fine.

What's included

Chapter 1: Introduction

An overview of the book's purpose and approach to python development and how to access accompanying resources.

Chapter 2: Communication

Develop structured communication skills including effective clarification techniques, workload management strategies, tracking mechanisms and how to set healthy boundaries.

Chapter 3: Structure

Build deployable pipelines using Rez, project organization strategies, create maintainable APIs and pipelines, the importance of schema and effective software architecture diagramming.

Chapter 4: Testing

A brief guide to automated and semi-automated testing techniques.

Chapter 5: Production Data

Whether using Shotgrid/Flow, Kitsu, FTrack, Codecks or Jira, optimize your query techniques, schema management and create clean API wrappers.

Chapter 6: Debugging

Essential troubleshooting techniques including PDB, GBD, exception handling, inspection tools, crash analysis and strategic logging to identify and resolve production issues.

Chapter 7: Optimization

What does fast mean in this context? What does it mean to practically optimize your tools?

We explore profiling techniques to identify bottlenecks and provide practical optimization strategies to ensure your tools run efficiently.

Chapter 8: Qt

Learn about Qt's internal metadata, creating style-aware components, state machines, responsive and data driven tools, UI testing and more.

Chapter 9: User Experience

A practical look at UX from a software engineers perspective.

We cover UX fundamentals, research methods, wireframing, effective layouts, data visualization, animations, accessibility considerations, icons and more to understand it's importance within the production environment.

Chapter 10: AI

A look at the emerging field of AI from the context of a production environment.

Learn the terminology, basic prompt engineering, localized deployment, AI assisted development and even how to build your own AI tools.

Chapter 11: Other Important Info

Additional information on legal licenses, references used and resources.


About the Author

Alex Telford’s avatar Alex Telford

Kia ora koutou, I am Alex Telford, a Senior Pipeline and Software Engineer from Paraparaumu, New Zealand.

I have been working in the VFX and Games production world for a little over 12 years; prior to that, I worked as an artist doing graphic design, websites, and short commercials.

I have experience both working side by side with artists on the frontline of productions in panic mode and developing long-term software in larger engineering teams.

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