Your SlideShare is downloading. ×
Supermassive Games: Managing Rapid Release Cycles in Gaming
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Supermassive Games: Managing Rapid Release Cycles in Gaming

236

Published on

The world of gaming is one of high pressure and fast pace. Game development studios are typically working with tight deadlines in what is an extremely competitive and ever-evolving marketplace. Added …

The world of gaming is one of high pressure and fast pace. Game development studios are typically working with tight deadlines in what is an extremely competitive and ever-evolving marketplace. Added to this is the complexity of creating modern games, where vast amounts of artwork, audio and animation are needed, as well as collaboration with suppliers and developers around the world.

Supermassive Games is a fast-growing games studio based in the UK that, since launch in 2008, has grown to over 100 people. The studio introduced Agile methods early on and they have become an integral part of the studio culture.

During this webinar, Jonathan Amor, Director of Technology at Supermassive Games, will provide insights and lessons learnt on the company’s adoption of Agile, and how Perforce Software is helping the studio work smarter, collaborate more efficiently and keep its competitive edge in a crowded market.

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
236
On Slideshare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
8
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. WEBINAR | Managing Rapid Release Cycles in Gaming Presented by Jonathan Amor
  • 2. USING PERFORCE FOR AGILE GAME DEVELOPMENT – Setting up and using Perforce at Supermassive Games – Version control challenges in game development – How we use Agile methodology in the studio
  • 3. • COMPANY HISTORY – – – Established in 2008 in Guildford Independent development studio Our published games:
  • 4. • CURRENT GAMES: – Wonderbook: Walking with Dinosaurs
  • 5. • CURRENT GAMES: – Until Dawn
  • 6. • WHEN WE STARTED – People • 12 people by Christmas 2008 – Perforce • One Windows Server – Perforce version: 2010.2
  • 7. • TODAY – People • Over 100 people in January 2014 – Perforce • 4 servers (1 Windows Server, 3 Linux) and a proxy – Perforce versions: 2013.1, 2011.1 and 2010.2 • Current database sizes – 8.8M files – 9.5TB data
  • 8. • FUTURE – People • Continuing to grow – Perforce • ‘Current-gen’ large project – 5M files – 4TB data • ‘Next-gen’ large project – 6-7M files – 12-14TB data
  • 9. • MIXTURE OF PEOPLE – A wide spectrum of Perforce users - extremely technical to very creative
  • 10. • MIXTURE OF PEOPLE – A wide spectrum of Perforce users - extremely technical to very creative • FAST-PACED CHANGE – In the games – In the business
  • 11. • THE AGILE ‘MANIFESTO’: – – – – We value INDIVIDUALS AND INTERACTIONS over processes and tools We value WORKING SOFTWARE over comprehensive documentation We value CUSTOMER COLLABORATION over contract negotiation We value RESPONDING TO CHANGE over following a plan
  • 12. • USING SCRUM
  • 13. • WE VALUE INDIVIDUALS AND INTERACTIONS OVER PROCESSES AND TOOLS – Get out of your seat… and talk to people! – Iteration to find the ‘fun factor’ – … but processes and tools are still important
  • 14. • WE VALUE WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION – Regular build reviews – Autobuild machines – Streams
  • 15. • WE VALUE CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION – Game players – Our publisher – The team
  • 16. • WE VALUE RESPONDING TO CHANGE OVER FOLLOWING A PLAN – You still need a plan! – A ‘safe’ environment to support change
  • 17. • A BAD DAY… THAT GOT PROGRESSIVELY WORSE! • WHAT WE SAW: – Server RAM and CPU not overloaded – Network not overloaded – Perforce processes locked and backing up • THE SHORT-TERM SOLUTION: – I had to act as gatekeeper for check-ins!
  • 18. • ON MORE THOROUGH INVESTIGATION – – – – Revisited the Perforce Knowledgebase Reviewed the log files Reviewed client specs Checked the database • WHERE WE WENT WRONG? – You think it will never happen to you!
  • 19. • WHAT WE DID TO FIX IT – Narrowed client specs as much as possible – Changed to a custom ‘sync to head’ script file – Set Max Results, Max Scan Rows and Max Lock Time
  • 20. • SIZE AND COMPLEXITY OF ASSETS INCREASING – A steady increase in the number of files – A large increase in the size of data • PERIOD OF CHANGE IN THE INDUSTRY – Need to adapt and change quickly – Need to stand out in the crowd
  • 21. • BUILDING OUR REPUTATION – High-quality games – Focus on character performance and story • STAYING AGILE – Perforce 2013.3 – Keep iterating
  • 22. • WEBSITE: www.supermassivegames.com • EMAIL: j.amor@supermassivegames.com • Thanks for their help with this presentation to: – – – – Frank Tindle Ollie Purkiss Alex Crouzen Justin Rae

×