He/Him
Andrew has been making games for 16 years now, with 11 of that being spent in Unreal Engine. He spends his time developing interactive projection exhibits for museums and moonlights on his own open world survival game. This variety of work has caused him to explore nearly every nook and cranny of the Unreal Engine, and he regularly shares this experience at UnrealFest and beyond.
Serialising an open world game in Unreal Engine poses a whole host of problems that traditional game saves do not have to deal with. How do we save multiple chunks, but only load some of them? How do we identify procedurally generated actors between sessions? What can we thread, and what can’t we? Find the answer to all these questions and more - in 5 minutes.
He/Him
Andrew has been making games for 16 years now, with 11 of that being spent in Unreal Engine. He spends his time developing interactive projection exhibits for museums and moonlights on his own open world survival game. This variety of work has caused him to explore nearly every nook and cranny of the Unreal Engine, and he regularly shares this experience at UnrealFest and beyond.