This document discusses strategies for improving a game studio's release process. It describes the challenges with an existing approach of creating a new branch for each release, which is error-prone and time-consuming. The document then outlines how DICE engineered a better strategy using static infrastructure to enable frequent weekly patches from a single codebase. This reduced the time and effort for each release and aligned the release process with the creative process.
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▪What is Time To Player
▪How to ship a Box Product Game
▪Understand the value stream map and deployment
workflow at DICE
▪Increasing effort upfront to reduce cycle time
What you will learn
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▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
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Evaluate the process
24. @WROSSMCK
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
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Evaluate the process
25. @WROSSMCK
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
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Evaluate the process
26. @WROSSMCK
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
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Evaluate the process
27. @WROSSMCK
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
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Evaluate the process
28. @WROSSMCK
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
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Evaluate the process
29. @WROSSMCK
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🧠 ‣ # ‣ 🙏 ‣ 🎮
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
R e l e a s e 1 . 2
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🧠 ‣ # ‣ 🙏 ‣ 🎮
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
R e l e a s e 1 . 2
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Evaluate the process
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
32. @WROSSMCK
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Evaluate the process
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
33. @WROSSMCK
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Evaluate the process
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes two weeks to set up
Time To Player == 2 weeks minimum
35. @WROSSMCK
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Engineer a New Release Strategy
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly
releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes
two weeks to set up
36. @WROSSMCK
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Engineer a New Release Strategy
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly
releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes
two weeks to set up
37. @WROSSMCK
▪Minimise Manual Effort
▪Avoid a branch per release
▪Enable weekly patches
▪One setup for all releases
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Engineer a New Release Strategy
▪Error prone
▪"Figure it out as it happens"
▪Works well for quarterly
releases (like DLC)
▪Lots of Manual Effort
▪Each "release" branch takes
two weeks to set up
50. @WROSSMCK
Release 4.0 Release 3.0
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Release Process Matches Artistic Process
Release 4.0
Feature C
Feature E
Feature D Release 2.2
Release 2.1
Release 2.0
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🧠
🧠
### 🙏 🎮
🎮
🎮
🎮
🎮
🎮
🎮
🎮
🎮
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Engineer a New Release Strategy
▪Minimise manual effort
▪Avoid a branch per release
▪Enable weekly patches
▪One setup for all releases
▪Release process matches
artistic process
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Big Wins
▪Releases happen when the Game
Team decide
▪Release Team no longer
micromanaging releases
▪Freed up weeks of effort for every
release
▪Build Team can focus on Cool New
Projects™
▪Time To Player is reduced by two
weeks for every release
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Lessons Learnt
▪Use Value Stream
Mapping to reduce waste
▪Frontload effort to avoid
Tech Debt
▪Keep infrastructure static
▪Evaluate your processes
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