webinar: releasing better games faster

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Expert Panel: Releasing Better Games Faster Continuous Delivery & the Need for Speed

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Post on 19-May-2015

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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/1nXk6WZ

TRANSCRIPT

Page 1: Webinar: Releasing Better Games Faster

Expert Panel: Releasing Better Games Faster  Continuous Delivery & the Need for Speed

Page 2: Webinar: Releasing Better Games Faster

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

Page 3: Webinar: Releasing Better Games Faster

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

Page 4: Webinar: Releasing Better Games Faster

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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Page 5: Webinar: Releasing Better Games Faster

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

Page 6: Webinar: Releasing Better Games Faster

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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Page 7: Webinar: Releasing Better Games Faster

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

Page 8: Webinar: Releasing Better Games Faster

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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Page 9: Webinar: Releasing Better Games Faster

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

Page 10: Webinar: Releasing Better Games Faster

Releasing Better Games Faster

BRANCHING STRATEGIES

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Releasing Better Games Faster

CROSS-TEAM COLLABORATION

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Releasing Better Games Faster

PIPELINE ACCELERATION

Page 13: Webinar: Releasing Better Games Faster

Releasing Better Games Faster

QUESTIONS

Page 14: Webinar: Releasing Better Games Faster

Releasing Better Games Faster

THANK YOU!!!  

Gabe Weiss: [email protected]

P4Ideax   Forums  

Page 15: Webinar: Releasing Better Games Faster

Releasing Better Games Faster

NEXT DEV TALK  Code Review Workflows

with Geoff Nicol