How to Apply the Software Engineering Process to the Gamedev Process
summary
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.
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chapters (13)
- 0:00Welcome
- 2:36Software engineering in game dev
- 7:53SDLC versus game dev
- 9:37Source control in pipelines
- 14:13Planning and concept phase
- 16:19Pre-production analysis
- 18:23Unreal Engine development
- 23:02Stream-based workflows
- 26:16Shift-left testing
- 31:42Building projects
- 34:13Deployment and release
- 35:57Summary
- 38:06Q&A
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