Webinar: Releasing Better Games Faster

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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 …

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

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  • 1. Expert Panel: Releasing Better Games Faster   Continuous Delivery & the Need for Speed
  • 2. 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 Photo   MODERATOR
  • 3. Releasing Better Games Faster Photo   Nathan Sitkoff Engineering Manager, Turbine Pierre Laliberté Build Master, Ubisoft Montreal Sean Houghton Lead Tools Programmer, Sony Computer Entertainment
  • 4. 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 Photo  
  • 5. 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
  • 6. 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 Photo  
  • 7. 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
  • 8. 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 Photo  
  • 9. 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
  • 10. Releasing Better Games Faster BRANCHING STRATEGIES
  • 11. Releasing Better Games Faster CROSS-TEAM COLLABORATION
  • 12. Releasing Better Games Faster PIPELINE ACCELERATION
  • 13. Releasing Better Games Faster QUESTIONS
  • 14. Releasing Better Games Faster THANK YOU!!!   Gabe Weiss: gweiss@perforce.com P4Ideax   Forums  
  • 15. Releasing Better Games Faster NEXT DEV TALK   Code Review Workflows with Geoff Nicol