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  1. Proceedings of the 4th International Workshop on Release Engineering (RELENG 2016)
  2. Adopting continuous delivery in AAA console games
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Analysis of marketed versus not-marketed mobile app releases
The SpudFarm: converting test environments from pets into cattle
Your build data is precious, donźt waste it! leverage it to deliver great releases
Adopting continuous delivery in AAA console games
Escaping AutoHell: a vision for automated analysis and migration of autotools build systems
Get out of Git hell: preventing common pitfalls of Git
System for meta-data analysis using prediction based constraints for detecting inconsistences in release process with auto-correction
Building a deploy system that works at 40000 feet
A model driven method to deploy auto-scaling configuration for cloud services
GitWaterFlow: a successful branching model and tooling, for achieving continuous delivery with multiple version branches

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Adopting continuous delivery in AAA console games

Content Provider ACM Digital Library
Author Soltani, Jafar
Abstract Introduction Games are traditionally developed as a boxed-product. There is a development phase, followed by a bug-fixing phase. Once the level of quality is acceptable, game is released, development team moves on to a new project. They rarely need to maintain the product and release updates after the first few months. Games are architected as a monolithic application, developed in C++. Game package contains the executable and all the art contents, which makes up most of the package. During the development phase, the level of quality is generally low, game crashes a lot. Developers mainly care about implementing their own feature and do not think too much about the stability and quality of the game as a whole. Developers spend very little time writing automated tests and rely on manual testers to verify features. It's a common practice to develop features on feature branches. The perceived benefit is developers are productive because they can submit their work to feature branches. All features come together in the bug-fixing phase when all different parts are integrated together. At this stage, many things are broken. This is a clear example of local optimisation, as a feature submitted in a feature branch does not provide any values until it’s integrated with the rest of the game and can be released. Number of bugs could be several thousands. Everyone crunches whilst getting the game to an acceptable level. Rare’s Approach At Rare, we decided to change our approach and adopt Continuous Delivery. The main advantages compared to traditional approach are: •Sustainably delivering new features that are useful to players over a long period of time. •Minimising crunch and having happier and productive developers. •Applying hypothesis-driven development mind-set and getting rapid feedback on whether a feature is achieving the intended outcome. This allows us to listen to user feedback and deliver a better quality game that’s more fun and enjoyable for players. •Reduce the cost of having a large manual test team. .
Starting Page 5
Ending Page 6
Page Count 2
File Format PDF
ISBN 9781450343992
DOI 10.1145/2993274.2993276
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2016-11-18
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Video games C++ Agile Continuous delivery Large scale systems Trunk-based development
Content Type Text
Resource Type Article
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