supermassive games: managing rapid release cycles in gaming

22
WEBINAR | Managing Rapid Release Cycles in Gaming Presented by Jonathan Amor

Upload: perforce

Post on 19-May-2015

244 views

Category:

Entertainment & Humor


0 download

DESCRIPTION

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.

TRANSCRIPT

Page 1: Supermassive Games: Managing Rapid Release Cycles in Gaming

WEBINAR | Managing Rapid Release Cycles in Gaming

Presented by Jonathan Amor

Page 2: Supermassive Games: Managing Rapid Release Cycles in Gaming

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

Page 3: Supermassive Games: Managing Rapid Release Cycles in Gaming

• COMPANY HISTORY

– Established in 2008 in Guildford– Independent development studio– Our published games:

Page 4: Supermassive Games: Managing Rapid Release Cycles in Gaming

• CURRENT GAMES:– Wonderbook: Walking with

Dinosaurs

Page 5: Supermassive Games: Managing Rapid Release Cycles in Gaming

• CURRENT GAMES:– Until Dawn

Page 6: Supermassive Games: Managing Rapid Release Cycles in Gaming

• WHEN WE STARTED– People

• 12 people by Christmas 2008

– Perforce• One Windows Server

– Perforce version: 2010.2

Page 7: Supermassive Games: Managing Rapid Release Cycles in Gaming

• 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

Page 8: Supermassive Games: Managing Rapid Release Cycles in Gaming

• FUTURE– People

• Continuing to grow

– Perforce• ‘Current-gen’ large project

– 5M files– 4TB data

• ‘Next-gen’ large project– 6-7M files– 12-14TB data

Page 9: Supermassive Games: Managing Rapid Release Cycles in Gaming

• MIXTURE OF PEOPLE– A wide spectrum of Perforce users - extremely technical to very creative

Page 10: Supermassive Games: Managing Rapid Release Cycles in Gaming

• MIXTURE OF PEOPLE– A wide spectrum of Perforce users - extremely technical to very creative

• FAST-PACED CHANGE– In the games– In the business

Page 11: Supermassive Games: Managing Rapid Release Cycles in Gaming

• 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

Page 12: Supermassive Games: Managing Rapid Release Cycles in Gaming

• USING SCRUM

Page 13: Supermassive Games: Managing Rapid Release Cycles in Gaming

• 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

Page 14: Supermassive Games: Managing Rapid Release Cycles in Gaming

• WE VALUE WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION– Regular build reviews– Autobuild machines– Streams

Page 15: Supermassive Games: Managing Rapid Release Cycles in Gaming

• WE VALUE CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION – Game players– Our publisher– The team

Page 16: Supermassive Games: Managing Rapid Release Cycles in Gaming

• WE VALUE RESPONDING TO CHANGE OVER FOLLOWING A PLAN – You still need a plan!– A ‘safe’ environment to support change

Page 17: Supermassive Games: Managing Rapid Release Cycles in Gaming

• 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!

Page 18: Supermassive Games: Managing Rapid Release Cycles in Gaming

• 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!

Page 19: Supermassive Games: Managing Rapid Release Cycles in Gaming

• 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

Page 20: Supermassive Games: Managing Rapid Release Cycles in Gaming

• 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

Page 21: Supermassive Games: Managing Rapid Release Cycles in Gaming

• BUILDING OUR REPUTATION– High-quality games– Focus on character performance and story

• STAYING AGILE– Perforce 2013.3– Keep iterating

Page 22: Supermassive Games: Managing Rapid Release Cycles in Gaming

• WEBSITE: www.supermassivegames.com• EMAIL: [email protected]

• Thanks for their help with this presentation to:– Frank Tindle– Ollie Purkiss– Alex Crouzen– Justin Rae