IGDA Board Nominations Open

The IGDA has opened nominations for the Board.  From the newsletter that went out to IGDA members:

As we approach the start of 2010, it is time for us to begin the process of electing new representatives to our IGDA Board of Directors.  These are the people who will be adding their voices to the decision making aspects of your association and choosing the direction for the organization to follow for years to come.  Each of these individuals gives of their time and energy to move the association forward in the direction they feel most represents the will of the membership and the good of the association.

The link to nominate Board members is here: http://www.igda.org/elections/nomination-packet Note that you have to be an IGDA member to nominate a Board member, and you must be nominating another IGDA member.  (We recommend you be one anyway, and please note in your membership profile that you are a member of the Tools SIG)

It’s important to remember that the Board affects how the IGDA is run, and in many ways, it is the public face of the IGDA.  In some people’s eyes, the IGDA had a huge problem with public relations last year, partially because of the positions and actions of some of its board members.  This is your opportunity to make sure that developers that you respect get on the board and represent your interests, so please do not skip out.

Improving Builds (GameX Talk)

As many of you know, I’m a stickler for a good build process.  In my mind, a any game team can loose a lot of time and money just waiting for their builds to complete, or waiting for a build that won’t crash every 10 minutes.  This is mitigated somewhat by programming processes like unit testing and the like, but even with these, it is important that you have a clear and defined process for getting the build from check-in to team without any significant snags.

A few months ago, I gave a talk at GameX about improving builds and build process, and I’ve finally gotten around to posting the slides on my website, here.

There are a few things I wish I’d hit in the talk that just didn’t make it in, including talking about ways to distribute asset optimization and best practices for version control, but much of that is in flux for me right now, especially with my new found fascination with Mercurial and distributed version control (and it’s very real lack of binary / large file support).  Even without those concerns, I’ve yet to see anyone really tackle best practices in distributed asset optimization, including best practices in file composing (taking multiple files that make up a level, and composing so that they load faster), so it wasn’t something I was prepared to address.

What about from the readers?  What would you have liked to see in this talk that never got mentioned?  What would have rather I’d spent more time on?