~/talk

How to Apply the Software Engineering Process to the Gamedev Process

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Shows a concrete Perforce Helix Core pipeline that ties Unreal Engine, JetBrains Rider and TeamCity into automated builds and tests; uses P4V and IDE integrations to check out/lock workflow for large binaries, triggers CI by parsing changelist descriptions and #TeamCity/#skipCI hashtags, and demos editing a Goomba blueprint in-editor to auto-kickoff builds. Claims no file-size cap, five free users, cloud and on‑prem hosting plus a forthcoming SaaS, and describes a real prototype that scaled from a small team to major funding, proving the pipeline can grow.

AI-written summary · about

  1. 0:00Welcome
  2. 2:36Software engineering in game dev
  3. 7:53SDLC versus game dev
  4. 9:37Source control in pipelines
  5. 14:13Planning and concept phase
  6. 16:19Pre-production analysis
  7. 18:23Unreal Engine development
  8. 23:02Stream-based workflows
  9. 26:16Shift-left testing
  10. 31:42Building projects
  11. 34:13Deployment and release
  12. 35:57Summary
  13. 38:06Q&A
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