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Episode 339: Jafar Soltani on Continuous Delivery for Multiplayer Games. Jafar Soltani of Rare (Microsoft Studios) discusses Continuous Delivery in mobile games and how it can increase quality, reduce crunch, and deliver games faster.

Episode 339: Jafar Soltani on Continuous Delivery for Multiplayer Games

Host Nate Black speaks with guest Jafar Soltani about the unique challenges of AAA games and why these challenges have prevented game companies from implementing continuous delivery. Topics include: the architectural components of Sea of Thieves, game engines, the lifecycle of a game project, the asset pipeline and its relationship to the deployment pipeline, the barriers to implementing continuous delivery in games, the implementation of Rare’s continuous delivery pipeline, version control and why you should avoid feature branches. Automated testing in Sea of Thieves Presentation.pptx. Tests and Testability – Jessica Baker. It’s not exactly traditional to use automated testing in the game development process, but at Rare we’ve been developing our title Sea of Thieves with a continuous delivery method.

Tests and Testability – Jessica Baker

This means we try and have a stable production-ready build at all times, and this relies on the automated tests running round the clock. Every time we check in a change to the build, it has to run against the current build and pass all the tests. BioWare Embedded QA: Your Support Class. DD2018: Jan van Valburg - Automated testing for Call of Duty. Tools Tutorial Day: Tools to Reduce Open Bug Count at Media Molecule. Mike Burghart's Blog - Evolving Test in the Game Industry – Part 3. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Mike Burghart's Blog - Evolving Test in the Game Industry – Part 3

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I did not intend for this series to have a 3rd part, but, in retrospect, it was needed to clarify a few things. Recently, I had the fortune to sit with an old mentor of mine and have lunch. This gentleman has decades of experience in the video game industry and still derives much of his satisfaction from mentoring and growing others.

The lunch reminded me that I’ve had the privilege to work with some of the strongest testing, design and customer centric minds in the industry. Core Dump: Day 1 - Engine & Tools Quality & Testing. Running an Automated Test Pipeline for the League Client Update. Successful test automation is largely a matter of culture and psychology.

Running an Automated Test Pipeline for the League Client Update

Technology plays a secondary role. The Unity Engine QA Process. We often get requests to explain how we test the engine before we release it.

The Unity Engine QA Process

We have previously blogged about it, but none of these posts give a clear overview of the entire process. It’s a large undertaking to do in just one post and for that reason this will be a series of blog posts. This first post is going to outline the structure of our test efforts and subsequent blog posts will be made to describe details of each individual part, always linking back to this overview. It is also worth noting that every strategy comes from the product and deployment model, so our process on the engine is very different from the process we use on our services.

This blog series relates only to the Unity engine itself. In the simplest form, our releases go through the following lifecycle: This is what is most obvious to our users, because our version numbering follows the same structure. How Continuous Delivery keeps the EVE universe online. CCP Games shares its experience and advice on version management and Continuous Delivery EVE Online has hundreds of thousands of subscribers and is among the most successful massively multiplayer online games available.

How Continuous Delivery keeps the EVE universe online

With its size and complexity, the development environment can be very challenging for EVE's creators, CCP Games. Docker & Jenkins: Data that Persists. In the last blog post we discussed taking more control of our Jenkins Docker image by wrapping the Cloudbees image with our own Dockerfile.

Docker & Jenkins: Data that Persists

This empowered us to set some basic defaults that we previously passed in every time we ran `docker run`. We also took the opportunity to define where to place Jenkins logs and how to use Docker exec to poke around our running container. Thinking Inside the Container. Containers have taken over the world, and I, for one, welcome our new containerized overlords.

Thinking Inside the Container

They do, however, present interesting challenges for me and my fellow Rioters on the Pipeline Engineering team. My name is Maxfield Stewart, and I'm an engineer here at Riot. My team focuses on build pipelines—everything from code check-in to the artifacts we deploy, and sometimes beyond. Putting Jenkins in a Docker Container. When I first started learning about Docker a year ago and exploring its use I had trouble finding great documentation and examples—even today many describe simple use cases that ultimately aren’t production ready.

Putting Jenkins in a Docker Container

Productionizing applications with Docker containers requires adjusting to their ephemeral nature and single-process focus. This presents challenges to applications with data persistence needs or multi-process architectures. Fast Iteration Tools in the Production of The Talos Principle. David Bernstein's Blog - What Mr. Robot Says About Bugs.

Sometimes we act as if bugs just appear in our code on their own, but we all know that’s not true.

David Bernstein's Blog - What Mr. Robot Says About Bugs

The bugs in my code were written by me. I didn’t mean to write them. I didn’t want to write them. But I did anyway. I remember when I first heard Al Shalloway refer to a bug as code he had written and it hit me, I’m the author of the bugs in my code. Many teams I meet hoard bugs. Good luck. Hoarding bugs is demoralizing, and their numbers just grow and grow until there are so many bugs it becomes uneconomical to address them so they either learn to live with most of them or the bugs pull their project under.

Future of Testing and Automation: The role of the tester in 2020. Last week, the first TestWorks Conf was held in Amsterdam. This hands-on conference featured a plethora of test automation tools and allowed the participants to gain practical experience with them. Since we feel and expect that all participants will take next steps towards improving their test automation practices, we decided to take a glance into the future and discuss the future of testing and automation together with Alan Richardson. Game QA & Localisation - Download Center. Unity’s test automation team.

Hello everybody, my name is Elvis Alistar and I have been working with Unity for more than 2 years. I am responsible for leading the team of Software Development Engineers in Test (SDET), which is part of Unity’s QA department. As the job title implies, we are a team of software developers that absolutely love testing. In this post, I would like to let you know why it is so critical for Unity to have a team of expert developers focusing on test automation. The Challenge.

Technical Debt

Continuous Integration. Is QA a shared responsibility? SCEE's Dave Parkinson discusses the current state of play in game testing QA plays a sometimes forgotten but hugely important role in making sure the games consumers play are near bug-free and run as smooth as possible. As games get bigger and the way developers make them changes, such as early access releases and the regular post-launch updates many titles now receive, the QA process has had to adapt. To find out how developers and quality assurance firms are dealing with these new challenges, we spoke to SCEE director of global first-party QA Dave Parkinson about budets, new hardware, mobile and games-as-a-service. Rewriting the rules of QA in games. Develop asks the sector’s leading experts how a new era of QA is forming for a new generation Those who are not involved in QA might think they understand it: it’s the process in which games are tested for bugs and functionality so developers can fix any issues before or even after release.

Those who are involved know better. QA is not a necessary evil as some claim, but a vital process that can make or break a game and inform the development process about a lot more than just glitches. During a roundtable discussion hosted by Develop and Testronic, experts in the field revealed the full potential of in-depth QA that some studios might not have embraced. “It’s not just about reporting hundreds of bugs, it’s about digging into the metrics,” says Stuart Pratt, delivery manager at online poker firm PKR. Full Crash Dumps: They’re Just a Few Gigs. Full Crash Dumps: They’re Just a Few Gigs Part of the programmer job description is to fix crashes. A good rule of thumb is that any bug which can be reproduced can be fixed.

The problem, of course, comes when you can’t reproduce the bug. Today I want to address a specific breed of crash – the retail server crash. By retail I mean you’ve passed automated testing, passed the QA team, and have shipped a crash to paying customers. Rad Smyk's Blog - How To Not Lose Money On External QA - And Have The Best Productivity.

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. Why I Love Our QA’s. No, I don’t love them for acting like police and filing reports if they spot a deviation from some “standard certified” rules in the development process. I wonder if it makes sense at all to monitor software engineering processes for compliance to abstract guidelines written by someone who’s never seen how your company actually works? No, I don’t love them for meticulously clicking through screens in the UI-heavy cases, even though this job does deserve to be admired. Tulay Tetiker McNally's Blog - Part 4: “Adopt, Adapt and Improve” – Agile QA BioWare Style. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Tulay Tetiker McNally's Blog - Part 3: BioWare QA - A Culture of Integrity, Problem Solving - and Fun! The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. As leaders we need to help others understand the value that a QA team can add to development by making our contributions more visible. Tulay Tetiker McNally's Blog - Part 2: Quality Assurance - a career destination in games? Why not!!? The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. Tulay Tetiker McNally's Blog - Part 1: The End of the Dark Ages for QA in game development.

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.