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Adopting
Continuous Delivery in
AAA Video Games
Jafar Soltani
Rare Ltd.
Microsoft Studios
Introduction to making AAA video games
 Monolithic application, developed in C++
 boxed product
 Game package contains: C++ code, Art and audio content
 Three main phases:
 Pre-production or prototyping
 Production
 Bug fixing
 Heavily rely on an army of testers
Quality and confidence over time
Traditional Development Model
Branching strategy
Feature A
Feature B
Feature C
Trunk
QA
Release
Branching strategy
 Optimising developers productivity over improving
cycle time
 Developers aren’t more productive
 Big batch size and more risk
Multiplayer, cooperative adventure game
Game as a service
Internal releases every week
Sea of thieves
Why We’re adopting continuous delivery
 Sustainably delivering new features over long
period of time
 Minimising Crunch and having happier developers
 Applying hypothesis-driven development mind-set.
Getting fast feedback and delivering a better
quality game that’s more fun
 Reduce cost of having a large manual test team
Traditional Development Model Continuous Delivery Applied
Quality and confidence over time
How we’re adopting continuous Delivery
 Everyone is responsible for quality of the game
 Working in small batches
 Game is always shippable. Prioritise fixing bugs and broken tests
over developing new features
 Prioritise reducing cycle time over individual developers
productivity
 Use trunk-based development and feature toggles
 Continuously improve commit stage
Challenges in adopting continuous Delivery
 Changing the culture to adopt testing mind-set
 Changing the culture to collect and listen to feedbacks
 Keeping commit stage short:
 Compiling large c++ codebase takes a long time
 Identifying and prioritising most valuable tests
 Transferring multi GB files between agents in build farm
 Continuously identifying and eliminating flaky test
 Releasing regularly and prompting players to update
Thank you

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Adopting continuous delivery in video games

  • 1. Adopting Continuous Delivery in AAA Video Games Jafar Soltani Rare Ltd. Microsoft Studios
  • 2. Introduction to making AAA video games  Monolithic application, developed in C++  boxed product  Game package contains: C++ code, Art and audio content  Three main phases:  Pre-production or prototyping  Production  Bug fixing  Heavily rely on an army of testers
  • 3. Quality and confidence over time Traditional Development Model
  • 4. Branching strategy Feature A Feature B Feature C Trunk QA Release
  • 5. Branching strategy  Optimising developers productivity over improving cycle time  Developers aren’t more productive  Big batch size and more risk
  • 6.
  • 7. Multiplayer, cooperative adventure game Game as a service Internal releases every week Sea of thieves
  • 8. Why We’re adopting continuous delivery  Sustainably delivering new features over long period of time  Minimising Crunch and having happier developers  Applying hypothesis-driven development mind-set. Getting fast feedback and delivering a better quality game that’s more fun  Reduce cost of having a large manual test team
  • 9. Traditional Development Model Continuous Delivery Applied Quality and confidence over time
  • 10. How we’re adopting continuous Delivery  Everyone is responsible for quality of the game  Working in small batches  Game is always shippable. Prioritise fixing bugs and broken tests over developing new features  Prioritise reducing cycle time over individual developers productivity  Use trunk-based development and feature toggles  Continuously improve commit stage
  • 11. Challenges in adopting continuous Delivery  Changing the culture to adopt testing mind-set  Changing the culture to collect and listen to feedbacks  Keeping commit stage short:  Compiling large c++ codebase takes a long time  Identifying and prioritising most valuable tests  Transferring multi GB files between agents in build farm  Continuously identifying and eliminating flaky test  Releasing regularly and prompting players to update