As promised, I have hacked together a movie of the slides of my presentation at GDC 2012. So now you can hear me drone on about data/code dependencies, effective crash reports, and Insomniac’s crash proof tools architecture.
In game software development, we face a unique challenge: the program that we are developing is itself an important tool in our production pipeline, even in its unfinished state. Our artists and designers rely on it to see their work. We should expect it to be broken, a good deal of the time. How we deal with the daily imperfections of this vital tool is an important factor in successful development.
In this talk I discuss three different approaches to making this expected breakage less of an issue:
- reducing data/code dependencies in a game data friendly manner
- making assertion failures less intrusive and more effective, and
- using a client/server architecture to prevent loss of work when our custom productivity tools crash
Related article: Assertions in Game Development
Annotated slides (in Keynote format) available from the Downloads Page.
Developing Imperfect Software: The Movie