Gaming Technologies & PLM? Part 2

Hello! First of all, thanks for your comments on my previous post!

I spoke earlier this week about the transition from product centric to experience centric design. Let me now address the tools and technologies part. I think gaming technologies can be used in PLM.

The example of the Gran Turismo 5 Prologue screenshot confirms that the caviar for real-time 3D rendering quality is today (and will be tomorrow) found in video games.

But more importantly, this rendering quality has to be combined with a very high-level of interactivity. Many things indeed happen in a video game: fast camera changes, visual effects, large environments, etc. All these actions run on consumer equipment, like a PC, or, now, much more often on a gaming console.

So for PLM fans who would like to move to the next generation of what I would call “product experience based design”, I would strongly suggest using real gaming technologies in compliment to your traditional PLM software, with even an emphasis on those that support game platforms such as the Wii, Xbox 360 and Playstation 3.

There are plenty of gaming technologies out there. Which ones should you trust?

The answer may be: the real gaming technologies, the ones you really want to use, are the ones that have undergone the challenging test of being used on today’s consoles. But why?

Let me explain. If you’re using gaming technology that was optimized for the console, you’ll most likely get more optimization for your PC. Building a game on and for a console requires the very highest level of work in terms of performance optimization. Game developers know their constraints (the console) and work hard to create amazing experiences despite them. As opposed to a game console, a PC by definition is rather unlimited in possibilities, as you can “cheat” by adding a more powerful graphics card, a more power CPU, more memory etc.

Having said that, game development is still a very young industry compared to more traditional industries, and it is difficult to find a gaming technology usable by people who are not game development experts. In addition, most technologies, as well as being hard to use, don’t allow a very fast prototyping and iteration process, which is essential to both PLM and gaming.

What do you think?


  • Great article…you better watch out or I might start expecting daily posts from you!

    Also…I was excited to see my favorite console in the article. I am still looking for a vintage, mint-condition 2600 for my collection.

  • Fernando Contreras

    Hi Virgile
    I think that the future of the gamming consoles is to become a PC and more like Wii (more interaction with the game).
    I also think that all the companies are going to share the 3D models of their products to put them inside the games like now they are doing with their products in the movies.

  • Hi Fernando,

    Every race car have a lot of licensed cars on it .(ie: real car of the car industry).

    For now, the industry don’t have the tools to get from the PLM 3D Models that will look real in a game (in real time).

    So for now, the industry let the game companies create for scratch and by hand the car.
    Sharing directly their 3D Models is not possible for now if the design is important.

  • Interesting– I wonder how many years away we are from having the 3D PLM-a-fied/born virtual product models being used across industries, like Fernando & Alexandre are talking about in video games? We’ve got 3D product warehouses such as and others, and the virtual goods industry is germinating. People talk about everything being connected, repurposed, crowdsourcing, cross-fertilization and other. When will we be fully ready for this, and what’s it going to take to break down remaining barriers?

  • You made some good points there. I did a search on the topic and found most people will agree with you.

  • nice article

  • This article was extremely interesting, especially since I was searching for info on this subject last wednesday.