The document discusses a presentation on optimizing a game studio's production pipeline. It introduces the speaker, Paul Simon Martin from Slant Six Games, and discusses how production pipelines have evolved over time. Key aspects of optimizing the pipeline that are covered include infrastructure for asset storage, automated building and testing, content authoring tools, data conversion processes, and metrics tracking. The goal is to minimize iteration times and latency throughout the entire process.
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Bringing Supernatural Thriller, "Oxenfree" to Nintendo SwitchUnity Technologies
In this intermediate session, you'll find out what Night School Studio learned from their plunge into the Nintendo Switch delivering their debut branching-narrative adventure game, "Oxenfree," in just a few months with a single programmer using Unity. The studio's lead engineer, Bryant Cannon, will cover tips and tricks for getting the most out of the Nintendo Switch's innovative design features. He will also guide you on how to prepare for the Nintendo Switch early in the development process and how to avoid common technical speed bumps.
Bryant Cannon - Night School Studio
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Bringing Supernatural Thriller, "Oxenfree" to Nintendo SwitchUnity Technologies
In this intermediate session, you'll find out what Night School Studio learned from their plunge into the Nintendo Switch delivering their debut branching-narrative adventure game, "Oxenfree," in just a few months with a single programmer using Unity. The studio's lead engineer, Bryant Cannon, will cover tips and tricks for getting the most out of the Nintendo Switch's innovative design features. He will also guide you on how to prepare for the Nintendo Switch early in the development process and how to avoid common technical speed bumps.
Bryant Cannon - Night School Studio
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
My 10 days with Phaser.js - WarsawJS Meetup #13Piotr Kowalski
Video: https://www.youtube.com/watch?v=klDeljOKDjU
O tym jak przez kolejne 10 dni pisałem grę z użyciem Phaser.js. Fabuła gry opiera się na anime Dragon Ball. Grafikę do gry robiłem własnoręcznie, o czym możecie się przekonać wchodząc na www.dragonballplay.com, gdzie znajduje się wersja v1.0 tego projektu. Codziennie poświęcałem 5-6 godzin po pracy, aby od 1 do 10 września stworzyć pełnoprawną grę internetową.
In this session we will explore K2000 Imaging. Exercises will include what’s needed to be done prior to capturing an image and after it is applied. Learn more: http://dell.to/1GDYpr8
In this session we will cover the advantages and use cases for utilizing Scripted Installs when deploying Windows. We will look into how to create, modify, and deploy scripted installs also. Learn more: http://dell.to/1GDYpr8
This is the 5th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I outline some approaches that use AI techniques to automate the creation of content within game world. I make specific reference to assets such as rocks and plants, to interaction mechanisms such as weapons and to quest generating systems, in particular Skyrim's Radiant engine.
This intermediate course will go beyond the basics and look at some unconventional wisdom when it comes to deploying software. Large installers, complex installers, repackaging, and more- we'll take a look at best practices that fit. Learn more: http://dell.to/1GDYpr8
In this class we will take a structured approach in building some troubleshooting skills to help you figure out what went wrong. Whether it's a task that isn't doing what you want, or a bigger issue- understanding how to debug is a skill all admins should hone regularly. Learn more: http://dell.to/1GDYpr8
Learn how to build your Mac image from the ground up. Create a default user template, clean up the file structure, and utilize shell scripting for optimal automated customization. Learn more:
Learn how to be more efficient with the K2000. Attend this session to see how to take advantage of all the features to optimize your workflow. Find out more: http://dell.to/1GDYpr8
Our engineers will help you understand what's under the covers of your K1000 and dig into some advanced topics, so you can have a deeper understanding of this systems management platform: http://dell.to/1GDYpr8
In this session we will talk to how to utilize the Recover Console to the fullest. This session is sure to include tricks, tweaks, and other useful tools. Learn more:
K2000 Keeping Your Deployments Up-to-DateDell World
In this session we will demonstrate methods for keeping your OS deployments current with the latest greatest Windows updates. Learn more: http://dell.to/1GDYpr8
This is a short presentation Jon gave for the first Ottawa Unity User Group meetup. We share some of the tips and tricks we've discovered at Karman while working with Unity over the past few years.
My 10 days with Phaser.js - WarsawJS Meetup #13Piotr Kowalski
Video: https://www.youtube.com/watch?v=klDeljOKDjU
O tym jak przez kolejne 10 dni pisałem grę z użyciem Phaser.js. Fabuła gry opiera się na anime Dragon Ball. Grafikę do gry robiłem własnoręcznie, o czym możecie się przekonać wchodząc na www.dragonballplay.com, gdzie znajduje się wersja v1.0 tego projektu. Codziennie poświęcałem 5-6 godzin po pracy, aby od 1 do 10 września stworzyć pełnoprawną grę internetową.
In this session we will explore K2000 Imaging. Exercises will include what’s needed to be done prior to capturing an image and after it is applied. Learn more: http://dell.to/1GDYpr8
In this session we will cover the advantages and use cases for utilizing Scripted Installs when deploying Windows. We will look into how to create, modify, and deploy scripted installs also. Learn more: http://dell.to/1GDYpr8
This is the 5th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I outline some approaches that use AI techniques to automate the creation of content within game world. I make specific reference to assets such as rocks and plants, to interaction mechanisms such as weapons and to quest generating systems, in particular Skyrim's Radiant engine.
This intermediate course will go beyond the basics and look at some unconventional wisdom when it comes to deploying software. Large installers, complex installers, repackaging, and more- we'll take a look at best practices that fit. Learn more: http://dell.to/1GDYpr8
In this class we will take a structured approach in building some troubleshooting skills to help you figure out what went wrong. Whether it's a task that isn't doing what you want, or a bigger issue- understanding how to debug is a skill all admins should hone regularly. Learn more: http://dell.to/1GDYpr8
Learn how to build your Mac image from the ground up. Create a default user template, clean up the file structure, and utilize shell scripting for optimal automated customization. Learn more:
Learn how to be more efficient with the K2000. Attend this session to see how to take advantage of all the features to optimize your workflow. Find out more: http://dell.to/1GDYpr8
Our engineers will help you understand what's under the covers of your K1000 and dig into some advanced topics, so you can have a deeper understanding of this systems management platform: http://dell.to/1GDYpr8
In this session we will talk to how to utilize the Recover Console to the fullest. This session is sure to include tricks, tweaks, and other useful tools. Learn more:
K2000 Keeping Your Deployments Up-to-DateDell World
In this session we will demonstrate methods for keeping your OS deployments current with the latest greatest Windows updates. Learn more: http://dell.to/1GDYpr8
This is a short presentation Jon gave for the first Ottawa Unity User Group meetup. We share some of the tips and tricks we've discovered at Karman while working with Unity over the past few years.
Massively Social != Massively MultiplayerPaul Furio
A talk from the Login 2011 conference on how to build games that connect hundreds of thousands of players in the same experience, using NoSQL, OSS tools & tech, and good planning. Also covers BigData analysis for understanding what your players are doing and what they want.
Inside the IT Territory game server / Mark Lokshin (IT Territory)DevGAMM Conference
In my talk, I will talk about the internal structure of the game server, which support our games of the Vorodezh ITT division. What can be learned from the talk:
- what technologies did we choose for the development of game servers (spoiler: Vert.X Hazelcast, Postgres, Kafka, Prometheus + Grafana, Consul, Photon Cloud);
- how we use them (spoiler: not all for their intended purpose);
- how we install updates;
- some interesting mistakes that we caught while working with Vert.X and Hazelcast.
Gam301 Real-Time Game Analytics with Amazon Redshift, Amazon Kinesis, and Ama...Amazon Web Services Korea
지난 2월 26일 있었던 AWS 정윤진 솔루션스 아키텍트의 "성공적인 게임 개발을 위한 비밀의 레시피" 네 번째 강연에서 쓰인 발표자료입니다. Amazon Redshift, Kinesis, DynamoDB 등을 활용해 게임 내 사용자 행동패턴 등을 실시간으로 분석하는 방법에 대한 내용입니다.
Designing a pragmatic back-end service for mobile gamesiFunFactory Inc.
For competition in the mobile gaming industry getting fierce, mobile game developers now face tough challenges including handling a different service landscape and working on a tight time budget. These obstacles lead the developers to seek handy solutions to abstract away development complexity and to reduce overall development cycle. This talk will focus especially on the back-end side of mobile game services. It will first review issues in mobile game services, then highlight the requirements of back-end services for the services. Finally, the talk will propose a vertically-integrated back-end platform.
A post mortem about one of the highly anticipated but "launch failed" pojects I did. This is THE talk I was sued about by the publisher as I was too honest.
An introduction to what multiplayer games are, what makes them different from normal games, how to approach building them and specifically how to begin building them with the Unity game engine.
Talk given at the GameIS & Dragonplay mobile multiplayer hackathon, 30/7/2015
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gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Working Well Together: How to Keep High-end Game Development Teams ProductivePerforce
During the production of PlayStation 4 launch title Killzone: Shadow Fall, Guerrilla Games struggled to finish in time as the size and scope of the game increased. Hear about the improvements they made to their build pipeline and walk away with key takeaways for making teams more productive by enabling collaboration and cooperation through good tools and processes, minimizing distance between developers, providing accurate and accessible information on the state of the project.
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Success in free-to-play gaming requires knowing what your players love most. The faster you can respond to players' behavior, the better your chances of success. Learn how mobile game company GREE, with over 150 million users worldwide, built a real-time analytics pipeline for their games using Amazon Kinesis, Amazon Redshift, and Amazon DynamoDB. They walk through their analytics architecture, the choices they made, the challenges they overcame, and the benefits they gained. Also hear how GREE migrated to the new system while keeping their games running and collecting metrics.
Designing a Highly Available Environment Using Methods of Modern IT Infrastru...Perforce
Hear about the multi-server Perforce architecture used at Remedy Entertainment, a developer of state-of-the-art action games, game franchises and cutting edge technology. Get tips on how various virtualization, storage technologies and the new distributed Perforce server features can be used to gain high availability and quick recoverability in different disaster scenarios. Handling large game content files and the dependencies between the game code and content assets will also be covered.
Best Practices For Game Development Using Perforce Streams Perforce
To build a future hit, AAA game development teams need to manage a complex environment. Making a game involves a lot of (big) files, many contributors, and millions of changes. The sheer number of branches associated can be overwhelming for any team.
That’s why 19 of the top 20 game development studios choose Helix Core –– version control from Perforce.
Take Sumo Digital. They use Helix Core to manage obstacles, visualize code, and integrate the tools they need. And they use Perforce Streams –– branching and merging in Helix Core –– to guide development and streamline their workflows.
Join Mark Washbrook and Tony Crowther from Sumo Digital, along with Chuck Gehman from Perforce, to learn:
-Key version control challenges for AAA game development.
-What is Perforce Streams?
-How Sumo Digital uses Perforce Streams to integrate with Unreal.
Discover how your team can benefit from using Streams.
Making A Game Engine Is Easier Than You ThinkGorm Lai
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Umbra Ignite 2015: Graham Wihlidal – Adapting a technology stream to ever-evo...Umbra Software
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Maximize Your Production Effort (Chinese)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Supersize your production pipe enjmin 2013 v1.1 hd
1.
2. ENJMIN 2013
January 24th 2013 | Angoulême, France
SUPERSIZE YOUR PRODUCTION PIPE!
Getting the Best from your Studio‟s
Content Creation Tools and Data Pipeline
Paul Simon Martin
Director of Technology
4. PAUL SIMON MARTIN (@GitOpThar)
• Director of Technology / Co-founder, Slant Six Games
• 16 years videogame industry experience
• Slant Six Games („05-Present):
Technical Direction: Hexane Game Engine
AAA-quality, cross-platform engine
Xbox 360, PS3 & Windows
Full suite of content authoring tools
Data transformation pipelines
Automated build, test & publish environments
• Sony Computer Entertainment America („00-‟05):
Developed: PS2 core & graphics engine (Syphon Filter)
Developed: PSP core & graphics prototype engine (Syphon Filter)
• Prior („96-‟00):
Graphics engines & tools for PS1, Dreamcast & Windows
5. SLANT SIX GAMES
• Location: Vancouver, British Columbia, Canada
• Founded: 2005
• Staff: 75+
• Games:
Galactic Reign- Windows 8 Mobile 2013
The Bowling Dead – iOS 2012, Android 2013
Resident Evil: Operation Raccoon City – PS3/Xbox
360/Windows 2012
SOCOM U.S. Navy Seals Fireteam Bravo 3 – PSP 2010
SOCOM Confrontation – PS3 2008 and Cold Front DLC
2009
SOCOM U.S. Navy Seals Tactical Strike – PSP 2007
Syphon Filter: Dark Mirror - PSP 2006 – Rendering Engine
6. AWARDS & RECOGNITION
2007 2008 2009 2010 2011
ELAN AWARDS BAFTA AWARDS IGN PSP BEST OF E3 IGN PSP BEST OF BEST OF E3
Best New Studio SOCOM:US Navy SOCOM:US Navy SEALs 2010 WINNER 2011
ELAN AWARDS SEALs Tactical Tactical Strike SOCOM:US Navy Resident Evil:
Strike Best Multiplayer Operation
SOCOM:US Navy Experience SEALs Fireteam
SEALs Tactical Nominated for Bravo 3 Raccoon City
Strike Best Strategy Best Competitive Best Multiplayer
Game TOP 10 BEST
Best Handheld COMPANIES TO WORK Multiplayer
Game FOR IN B.C. TOP 10 BEST
COMPANIES TO
WORK FOR IN B.C.
8. Glossary of Terms
Source Content:
Any unoptimized game asset file that has not yet gone through data conversion
E.g. *.ma, *.dds, *.tga, *.csv
Game Data:
Data file that is ready to be loaded by the game
Usually optimized for platform(s)
Authoring Tools:
A tool (usually residing on PC) used to author source content
E.g. Maya, Photoshop, CustomStudioTool
Data Pipeline:
A set of tools & scripts that are used to convert Source Content Game Data
Typically driven via a build engine
12. The Evolution of Production
Circa 1994 AD
Part 3: Somebody hired a Game Designer
13. The Evolution of Production
Circa 1998 AD
Part 3.5: Artist & Designer Spanking –
popularity diminished
14. The Evolution of Production
Circa 2000 AD
Part 4: Can‟t we all just get along?
15. The Evolution of Production
Current Day
• Studios value their artists and designers
• Artists and designers:
• Build The Game
• Programmers:
• Support artists and designers
• Implement core gameplay that can‟t be data-driven
16. “Your Studio is as good as your Tools”
• Paul M, circa 2003
• “Tools”= Authoring + Infrastructure + Pipeline + Packaging
• Today‟s games must have massively efficient runtime
• => Bake as much optimization into data as possible
• Games built by production teams
• Faster workflow => more content
• Faster workflow => more iteration = polish = quality
19. Supersize Your Production Pipe
Production pipe (prə duk′s̸hən, prō- pÄ«p):
• “The process that generates content for your games”
• narrow constrictive poor flow
• wide dilative good flow
• Considerations:
• Internal team process / workflow
• External team process / workflow
• Authoring tools / workflow
20. Supersize Your Production Pipe
Super-size (so̵̅o̅′pər sīz′):
• “Increase capacity”
• “Make bigger”
• In order to:
• Increase flow
21. Latency – The Silent Killer
• Latency: A measure of time delay experienced in a system
• High latency = Low flow
• Identify maximum iteration time
• Identify latency
• Derive a plan
• Re-evaluate
25. Old School
1. Trigger volume authored/tweaked in the level editor
2. User hits the “export” button
3. User runs a script to re-export the entire world
15 mins
• textures converted, visibility map
compiled, navigation mesh generated, …
4. User waits 10+ mins
5. User launches the game
6. It takes 5 mins to load
7. User runs player character from level start -> test area
8. Volume was too big/too small? Try again, back to step 1.
26. Much Better
1. Trigger volume authored/tweaked in the level editor
2. User hits the “save” button
3. The build infrastructure detects a file change
5-15 secs
• Triggers fast asset conversion for the new trigger
volume alone
• Signals (already running) game there is a change
• Game hot-loads new volume and associated scripts
• Player character (still) in test location
4. Volume too big/too small? Back to step 1.
27. Author vs. Tweak
Author:
• Addition/deletion of something new
• Latency: < 30 seconds
Tweak:
• Movement or property change of something existing
• Latency: < 5 seconds
28. What Happens Next...
Post-iteration, user commits changes…
1. User hits “commit” button User involvement ends here /
2. New level data committed to moves on to new task
asset depot
3. Build/Test Server (BTS) detects a change and begins
asset conversion
4. BTS launches an automated test of the game with
new asset
5. All happy? BTS sends user a confirmation email
6. Problem? BTS sends user an email with relevant info
36. Infrastructure - Sharing Tools
• Which to share and why?
- Remember that dotted „sharing‟ line last slide…
• Establish internal vs external workflow
• Tool & data versioning
- Developer studio tool versions usually more recent than
remote studio‟s. So…
- Flexible runtime or…
- Asset upgrade process
40. Content Authoring
• Intuitive UI
- Also, mirror existing commercial tools key bindings
& shortcuts (Maya, Photoshop, …)
• Consistent UI
• Close to Zero-iteration time
- The 5 Second Rule
- Ideally in-game/in-viewer
- Or in tool viewport
41. Organizing Assets
By meta-tag (e.g. iTunes)
Requires implementation effort
Tends towards poor file
management
By directory (e.g. Windows)
Tough to relocate
Find a balance
<= 200 tagged items per folder
Disallow tags defined by user
43. Budgets and Metrics
• Establish ‘Cost Scores’ for all assets
• Find a currency for each asset type
E.g.
– Filesize (Kilobytes)
– Dimensions (pixels wide/pixels tall/pixels deep)
– Runtime cost (GPU cycles or even # lines of code!)
• Allow users to evaluate the total cost of a scene
• Document currencies for outsource partners
• Document budgets in asset tracker when outsourcing
47. Data Conversion
DOS Batch files are evil!
Limited functionality
Poor scripting language
Slow to execute
No data dependency checking => each build
takes as long as the previous
Hard to debug
48. Data Conversion
Many better options available:
Scons (we like this )
MSBuild
Ant/NAnt
Jam
Make
Wrap in a UI
49. Data Conversion
Error Checking:
As much as possible
Report in a timely manner
– Often convenient to check for missing
assets in data conversion pipe but…
– Try to prevent errors getting this far
– Better to report errors at authoring time
Report errors clearly!
51. Engine Considerations
Middleware:
Not inherently evil but don‟t rush into it
Consider: Tools authoring process (identify any latency!)
Consider: Interoperability with your runtime
Consider: Integration with your tools & data pipeline
Consider: Support?
Consider: Source code?
60. Asset Sharing – Package Drops
Problem:
Long build process for packages
Usually commence late in the work day
Someone needs to work late!
Solution:
Automate the package shipping!
62. Don‟t
• Let production process evolve on its own
• Always prioritize game features over tools &
workflow improvements
• Ignore your production team‟s workflow
requests
• Underestimate management effort for
outsourcing
63. Do
• Identify latency in your production pipeline
• Automate as much as possible
• Have regular „asset authoring priorities‟ meetings
• Hire an army of tools engineers!
• Create an outsourcing plan
• Treat outsourcing partners like part of the team
• Regular status meetings with outsourcing partners
Bonjour tout le monde.Désolé, mon Français est crappy, ainsi je vais faire cette présentation en Englais.
Programmers sat in dark offices and built an entire video game.Some of them that had a partial right-brain, also created the artwork
The chance of hiring a programmer that has good artistic skills is slim-to-nonePeople started to realize this fairly early on and hired a token artist
The chance of hiring a programmer that has good artistic skills is slim-to-nonePeople started to realize this fairly early on and hired a token artist
Some assertions…Quality comes from iteration – more iteration cycles, higher qualityMore time = more iteration cycles = more quality
In the land of the AAA product, Iteration is king!
What breaks flow?If you’re as impatient as me, then you are acutely aware of latency in almost every consumer electronic device that you interact with, daily.For example, drawing cash from an ATM, authorization after punching your PIN into a supermarket checkout, etc.In a production environment, the time that is taken by artists or designers waiting for results to happen after they hit the “do stuff now” button is wasted time that is hard to hide with multi-tasking.What I mean by that is that typically they are either:1/ Too short to switch gears and do meaningful work while waiting for the results OR2/ Too long to wait for the results, so the gear switching is a long one and the person loses momentum on that task altogether
The rest of this talk will be divided between 6 sections related to the Production Pipeline We will have time for the 1st 3-4, which I think you will find the most interesting today The other items you can read offline and contact me if you’d like more information.
To illustrate my breakdown of “the pipeline” here is a slightly contrived example of the lifecycle of a typical new game feature, in an authoring pipeline... PC enters instance of EvilThingSpawnTriggerVolume, causes evil NPCs to be spawned that want to cause PC harm
Take a step back, look at your process Take inventory, see what works well, what is broken
Here is a dump of some execution timings for tools in our Data Conversion pipeline Can you generate something similar for analysis?
Pre-define meta-tags (e.g. Building, Detail, Blocker, Light, Trigger) – don’t allow each user to define new ones that are shared by the team
Wherever possible, source assets should have a clearly defined associated cost.Establish a currency that is well-defined (even if using a meta-points system) and used when referring to budgetsWhen working with an outsourcing studio, this system is invaluable since it allows a black-and-white way to define your expectations regarding asset budgets, and whether they have been met.
Asset meta-currency Each coloured dot = different resource type
Scene cost barometer
DOS Batch files are evil!Seriously, if your studio’s data conversion pipeline consists solely of a bunch of batch files that are run sequentially, take it out the back alley, shoot it, and tell your kids that Floppy died a peaceful death and we’ll get a new one.
I have presented entire lectures on this topic so please free to ping me offline if you have any questions here
Runtime interoperabilityMemory managementProfilingTools IntegrationDo they supply format conversion tools?Can you drive their data conversion tools from the command line?Do they expose an API for deriving input dependency files and resultant output files?
These are non-trivial features for your engine to support Can’t have engine team working in isolation of tools team
Generation of TRC-compliant PSN / XBL packages is a complicated process Familiarize yourself with it early Don’t leave until Beta!
Package drop Package up assets on each end, send to recipient by some protocolFTP – slooow (but free)Aspera – fast (but costs) I have good personal experience with Aspera; it was our transfer protocol of choice when working with Sony Japan and Sony USA
Problem: Someone needs to hang around after work hours, waiting on a lengthy build process, just so they can push a button to start the FTP/Aspera transferSolution:Have your package build pipeline automatically post the package upon successful completionEasy to do using FTP command line clientI worked with Aspera’s support people to customize their command line client such that we could automate delivery by FASP – now also trivial to implement