webinar: releasing better games faster
DESCRIPTION
While the rest of the software world talks about moving to “Continuous Delivery,” most game companies were ahead of the curve and began accelerating their release cycles some time ago. But their need for speed places a burden on development and release processes, impacting everyone from designers to developers to artists to operations staff. View our panel discussion with Ubisoft, Sony Computer Entertainment and Turbine as they share their best practices, industry challenges and proven techniques for releasing better quality games faster. Register for the on-demand webinar: http://bit.ly/1nXk6WZTRANSCRIPT
Expert Panel: Releasing Better Games Faster Continuous Delivery & the Need for Speed
Releasing Better Games Faster
Gabe Weiss Technical Lead, Perforce Software
• 10+ years in engineering at Perforce
• Previously at Bioware
• Currently technical lead on P4V project
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MODERATOR
Releasing Better Games Faster
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Nathan Sitkoff Engineering Manager, Turbine
Pierre Laliberté Build Master, Ubisoft Montreal
Sean Houghton Lead Tools Programmer,
Sony Computer Entertainment
Releasing Better Games Faster
Nathan Sitkoff Engineering Manager, Turbine
• Over 15 years in the game development industry
• Engineer at Turbine since 2007
• Engineering Manager for The Lord of the Rings Online
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Releasing Better Games Faster
About Turbine • Wholly owned by Warner Bros. Home Entertainment
• Creator of Asheron’s Call, Dungeons and Dragons Online, The Lord of the Rings Online (LOTRO), and Infinite Crisis
• LOTRO is currently developed by a team of more than 20 designers, artists, and software engineers
• LOTRO source control begins in 2003 and includes over 500000 changelists by more than 100 people
Releasing Better Games Faster
Pierre Laliberté Build Master, Ubisoft Montreal
• Over 15 years in the game development industry
• Worked on everything from indies to AAA productions
• Most recently shipped Assassin's Black Flag
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Releasing Better Games Faster
About Ubisoft • Worldwide producer, publisher and distributor of
interactive entertainment • Development teams in several countries and distributes
games in over 55 countries around the world
• Largest studio, Ubisoft Montreal, has over 2650 employees
– 80% work directly in game production
Releasing Better Games Faster
Sean Houghton Lead Tools Programmer, Sony Computer Entertainment
• Over 20 years in computer graphics and game development
• Former Technical Director at High Moon Studios developing games for Xbox, Playstation3, and Playstation2
• Started career as animator for television & film
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Releasing Better Games Faster
About Santa Monica Studio • Established in 1999 as part of Sony’s Worldwide
Studio group • Responsible for the God of War series • Supports and publishes games from external studios
such as Thatgamecompany and Giant Sparrow • 200+ employees
Releasing Better Games Faster
BRANCHING STRATEGIES
Releasing Better Games Faster
CROSS-TEAM COLLABORATION
Releasing Better Games Faster
PIPELINE ACCELERATION
Releasing Better Games Faster
QUESTIONS
Releasing Better Games Faster
NEXT DEV TALK Code Review Workflows
with Geoff Nicol