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UID:ech-session-6264@xpgamesummit.com
DTSTAMP:20261114T011429Z
DTSTART:20260522T143000Z
DTEND:20260522T151500Z
SUMMARY:Capacity Planning That Works Across Studios and Titles
LOCATION:Green Stage (Regency B)
DESCRIPTION:Capacity forecasting across multiple studios and titles is one 
 of the hardest operational problems in modern game development\, and one o
 f the least consistently solved. This panel brings together operators from
  various organizations to discuss what actually worked and what failed whe
 n forecasting resource demand across live and in-development titles. Topic
 s include the use (and limits) of historical production data\, milestone-b
 ased demand modeling\, aligning studios\, teams\, and external vendors on 
 expectations\, and avoiding false precision. It will also touch on the eve
 r-present tension between balancing the creative and business sides of gam
 e development. The discussion focuses on practical lessons learned rather 
 than theory\, offering attendees concrete insights they can apply whether 
 they operate a single studio or a multi-studio portfolio.\n\nhttps://xpgam
 esummit.com/sessions/capacity-planning-that-works-across-studios-and-title
 s/
URL:https://xpgamesummit.com/sessions/capacity-planning-that-works-across-s
 tudios-and-titles/
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