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Perforce	
  Merge	
  Event	
  2013	
  
Presented	
  by	
  Jonathan	
  Amor	
  
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	
  
•  COMPANY	
  HISTORY	
  
–  Established	
  in	
  2008	
  in	
  Guildford	
  
–  Independent	
  development	
  studio	
  
–  Our	
  published	
  games:	
  
•  CURRENT	
  GAMES:	
  
–  Until	
  Dawn	
  
•  CURRENT	
  GAMES:	
  
–  Wonderbook:	
  Walking	
  with	
  
Dinosaurs	
  
•  WHEN	
  WE	
  STARTED	
  
–  People	
  
•  12	
  people	
  by	
  Christmas	
  2008	
  
–  Perforce	
  
•  One	
  Windows	
  Server	
  
–  Perforce	
  version:	
  2010.2	
  
•  TODAY	
  
–  People	
  
•  Over	
  110	
  people	
  in	
  May	
  2013	
  
–  Perforce	
  
•  3	
  servers	
  (1	
  Windows	
  Server,	
  2	
  Linux)	
  and	
  a	
  proxy	
  
–  Perforce	
  versions:	
  2010.2	
  and	
  2011.1	
  
•  Current	
  database	
  sizes	
  
–  10.7M	
  Ziles	
  
–  5.3TB	
  data	
  
•  FUTURE	
  
–  People	
  
•  Continuing	
  to	
  grow	
  
–  Perforce	
  
•  Current	
  large	
  project	
  like	
  Until	
  Dawn	
  
–  4.6M	
  Ziles	
  
–  3.7TB	
  data…	
  and	
  growing	
  
•  ‘Next-­‐gen’	
  large	
  project	
  
–  5-­‐6M	
  Ziles	
  
–  12-­‐14TB	
  data	
  
•  MIXTURE	
  OF	
  PEOPLE	
  
–  A	
  wide	
  spectrum	
  of	
  Perforce	
  users	
  -­‐	
  extremely	
  technical	
  to	
  very	
  creative	
  
•  MIXTURE	
  OF	
  PEOPLE	
  
–  A	
  wide	
  spectrum	
  of	
  Perforce	
  users	
  -­‐	
  extremely	
  technical	
  to	
  very	
  creative	
  
•  FAST-­‐PACED	
  CHANGE	
  
–  In	
  the	
  games	
  
–  In	
  the	
  business	
  
•  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	
  	
  
•  USING	
  SCRUM	
  
•  WE	
  VALUE	
  INDIVIDUALS	
  AND	
  INTERACTIONS	
  	
  
OVER	
  PROCESSES	
  AND	
  TOOLS	
  
–  Get	
  out	
  of	
  your	
  seat…	
  and	
  talk	
  to	
  people!	
  
–  Iteration	
  to	
  Zind	
  the	
  ‘fun	
  factor’	
  
–  …	
  but	
  processes	
  and	
  tools	
  are	
  still	
  important	
  
•  WE	
  VALUE	
  WORKING	
  SOFTWARE	
  	
  
OVER	
  COMPREHENSIVE	
  DOCUMENTATION	
  
–  Regular	
  build	
  reviews	
  
–  Autobuild	
  machines	
  
–  Branching	
  
•  WE	
  VALUE	
  CUSTOMER	
  COLLABORATION	
  	
  
OVER	
  CONTRACT	
  NEGOTIATION	
  	
  
–  Game	
  players	
  
–  Our	
  publisher	
  
–  The	
  team	
  
•  WE	
  VALUE	
  RESPONDING	
  TO	
  CHANGE	
  	
  
OVER	
  FOLLOWING	
  A	
  PLAN	
  	
  
–  You	
  still	
  need	
  a	
  plan!	
  
–  A	
  ‘safe’	
  environment	
  to	
  support	
  change	
  
•  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!	
  
•  ON	
  MORE	
  THOROUGH	
  INVESTIGATION	
  
–  Revisited	
  the	
  Perforce	
  Knowledgebase	
  
–  Reviewed	
  the	
  log	
  Ziles	
  
–  Reviewed	
  client	
  specs	
  
–  Checked	
  the	
  database	
  
•  WHERE	
  WE	
  WENT	
  WRONG?	
  
–  You	
  think	
  it	
  will	
  never	
  happen	
  to	
  you!	
  
•  WHAT	
  WE	
  DID	
  TO	
  FIX	
  IT	
  
–  Narrowed	
  client	
  specs	
  as	
  much	
  as	
  possible	
  
–  Changed	
  to	
  a	
  custom	
  ‘sync	
  to	
  head’	
  batch	
  Zile	
  
–  Set	
  Max	
  Results,	
  Max	
  Scan	
  Rows	
  and	
  Max	
  Lock	
  Time	
  
•  SIZE	
  AND	
  COMPLEXITY	
  OF	
  ASSETS	
  INCREASING	
  
–  A	
  steady	
  increase	
  in	
  the	
  number	
  of	
  Ziles	
  
–  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	
  
•  BUILDING	
  OUR	
  REPUTATION	
  
–  High-­‐quality	
  games	
  
–  Focus	
  on	
  character-­‐performance	
  and	
  story	
  
•  STAYING	
  AGILE	
  
–  Improve	
  server	
  infrastructure	
  
–  Implement	
  Streams	
  
–  Keep	
  iterating	
  
•  WEBSITE:	
  www.supermassivegames.com	
  
•  EMAIL:	
  j.amor@supermassivegames.com	
  
•  Thanks	
  for	
  their	
  help	
  with	
  this	
  presentation	
  to:	
  
–  Frank	
  Tindle	
  
–  Ollie	
  Purkiss	
  
–  Justin	
  Rae	
  

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Perforce Agile Game Development

  • 1. Perforce  Merge  Event  2013   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:   –  Until  Dawn  
  • 5. •  CURRENT  GAMES:   –  Wonderbook:  Walking  with   Dinosaurs  
  • 6. •  WHEN  WE  STARTED   –  People   •  12  people  by  Christmas  2008   –  Perforce   •  One  Windows  Server   –  Perforce  version:  2010.2  
  • 7. •  TODAY   –  People   •  Over  110  people  in  May  2013   –  Perforce   •  3  servers  (1  Windows  Server,  2  Linux)  and  a  proxy   –  Perforce  versions:  2010.2  and  2011.1   •  Current  database  sizes   –  10.7M  Ziles   –  5.3TB  data  
  • 8. •  FUTURE   –  People   •  Continuing  to  grow   –  Perforce   •  Current  large  project  like  Until  Dawn   –  4.6M  Ziles   –  3.7TB  data…  and  growing   •  ‘Next-­‐gen’  large  project   –  5-­‐6M  Ziles   –  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    
  • 13. •  WE  VALUE  INDIVIDUALS  AND  INTERACTIONS     OVER  PROCESSES  AND  TOOLS   –  Get  out  of  your  seat…  and  talk  to  people!   –  Iteration  to  Zind  the  ‘fun  factor’   –  …  but  processes  and  tools  are  still  important  
  • 14. •  WE  VALUE  WORKING  SOFTWARE     OVER  COMPREHENSIVE  DOCUMENTATION   –  Regular  build  reviews   –  Autobuild  machines   –  Branching  
  • 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  Ziles   –  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’  batch  Zile   –  Set  Max  Results,  Max  Scan  Rows  and  Max  Lock  Time  
  • 20. •  SIZE  AND  COMPLEXITY  OF  ASSETS  INCREASING   –  A  steady  increase  in  the  number  of  Ziles   –  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   –  Improve  server  infrastructure   –  Implement  Streams   –  Keep  iterating  
  • 22. •  WEBSITE:  www.supermassivegames.com   •  EMAIL:  j.amor@supermassivegames.com   •  Thanks  for  their  help  with  this  presentation  to:   –  Frank  Tindle   –  Ollie  Purkiss   –  Justin  Rae