The Problem No One Was Solving Well

My problem

  • Simulations were expensive and slow.
  • I needed a way to spread jobs across idle machines.
  • A lightweight shared-filesystem scheduler was good enough.

The studio's problem

  • Frantic was using Autodesk Backburner on a roughly 60-machine render farm.
  • It was unreliable enough that someone worked nights just to restart it when it crashed.
  • Failed overnight renders meant missed deadlines and wasted artist time.
Building Deadline
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