Jean-Luc Martel writes the infrastructure side of the Drift and Boreal blog: what sits under the game while the team argues about the game itself.

His day job is building and running technology for regulated financial institutions, where every system has to survive audit, change control and the people who operate it on an ordinary Tuesday. Game studios turn out to face the same questions with bigger files. Which version control system survives a repository that is mostly binary art? Where should the scheduler put a bake job, given what the capacity contract charges for an idle node? Which language model can run inside the building when the engine source and the console SDK can never leave it?

He comes at AI in games the same way. A world model, a diffusion pipeline or an on-prem assistant is worth what the team can version, deploy, pay for per frame and roll back when it misbehaves. His posts try to make those tradeoffs visible before the studio signs up for them.