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Topic: Development process in toolkit department in game studio

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Re: Development process in toolkit department in game studio

Basically the author the good fellow: For two years the department grew in 2 times: from two programmers and 1st engineer on the quality, working on the project only from time to time, to 4 programmers and 1st engineer on quality on the full rate. At current process the department has a potential of growth to 6 - 7 programmers. At the further growth over this amount of developers, possibly, changes in the process, connected with  formalization be required. The further perspectives - the extension of department before the separate business producing tools for developers of games.

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Re: Development process in toolkit department in game studio

Hello, Cyril Lebedev, you wrote: > In given article the author shares successful experience of the organization of development process in department of toolkit Larian Studios. > https://habrahabr.ru/post/315514/a horse-radish there bureaucracy on 5 persons. And how requirements from customers are pulled out? And whether there are the intermediate demos/bildy on which plans change? And those 4-5 weeks is . What for so it is a lot of generally? And what, "the productivity label" works? Where I it saw, there there were misses by estimations. And how there is a support to the registration of a going stage? After all the selected person on it is not present, means, it is necessary to search for time somehow. And in planning about it it is not told. What for the monitoring system of versions? Whether there are separate branches for different releases? The offered process is applied already throughout two years. It helped to refine quality of developed toolkit essentially.  simply got hand in on tasks. Especially, if first two-three persons worked 2 years all these.

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Re: Development process in toolkit department in game studio

Hello, neFormal, you wrote: F> and how requirements from customers are pulled out? We use some methods: 1. Customers make the kontsept-document. (In our case it perfectly works.) 2. We offer candidate solutions and it is asked, what is better. 3. We study analogs. F> and whether there are the intermediate demos/bildy on which plans change? And those 4-5 weeks is . What for so it is a lot of generally? I do not understand, what for to do  more often. At a stage "development" application only is developed. And after the first , and after the second  - all of them cannot use normally. Something comprehended probably to make only with alpha-version usage. And before, we ask Customers to look at the interface of separate elements, we send screenshots and video. There is no sense to pull Customers more often, than time in . F> and what, "the productivity label" works? Where I it saw, there there were misses by estimations. We had misses by estimations, but for 2 years - 2 times. In remaining, all well works. F> and how there is a support to the registration of a going stage? After all the selected person on it is not present, means, it is necessary to search for time somehow. And in planning about it it is not told. F> that for the monitoring system of versions? Whether there are separate branches for different releases? Attending is a third stage. At a stage of attending duration  can decrease till 3-4 weeks. Features it is selected in advance. If there is something urgent (and not especially durable) - is included on a course . Bugs  in the general order. At us time on  is always reserved. Simply we can  one bugs, and we can - others (more urgent). As the monitoring system of versions it is used perforce. Separate branches are. But by them it is not abused. F>  simply got hand in on tasks. Especially, if first two-three persons worked 2 years all these. At me in this respect other judgement. As people in a command change. Someone leaves to develop game. Beginners come also.

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Re: Development process in toolkit department in game studio

Hello, Cyril Lebedev, you wrote: F>> and whether there are the intermediate demos/bildy on which plans change? And those 4-5 weeks is . What for so it is a lot of generally? > I do not understand, what for to do  more often. It is not mandatory, but it is possible to do it.  in rhythm of progress and reporting possibility, so also possibilities to change erratic decisions. Screenshots and video here too quite normally look. > As the monitoring system of versions it is used perforce. Separate branches are. But by them it is not abused. In one branch all throw off? Or branches for each developer?

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Re: Development process in toolkit department in game studio

Hello, neFormal, you wrote: F> in one branch all throw off? Or branches for each developer? All it is worked in branch Dev. Periodically changes are transferred to branch Stable.