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 [...]

Building on the Cloud

Over the past few years, cloud computing has become the next big thing for enterprise software.  The ability to easily scale resources to meet the needs of the end users cheaply is very attractive.  Amazon, Sun, Google and now Mictrosoft (among others) are all offering cloud computing solutions.  I’ve recently been playing around with the AWS (Amazon [...]

Debugging in the Field

Developing in-house game tools presents a myriad of debugging issues. You can’t always nail down bugs to reproducible steps (if you even have QA resources to concentrate on that). Frequently content creators will complain about rare issues that force them to reboot the tools or use bizarre workarounds then things go wrong. Remote debugging works [...]

The Tech Behind the Tools of Insomniac Games

Thanks to everyone that was able to show up to my talk at GDC. I thought it went very well, and I got a lot of good questions and feedback after the lecture. The focal points of the lecture were: Indirection of file locations using unique IDs instead of string paths to allow files to [...]

The Build Pipeline

Hi everyone, I’m Jeff Ward, Lead Architect and co-founder of metrics middleware company Orbus Gameworks, located in Cambridge, MA.  Although I’m sure I’ll have a change to talk about the use of metrics as an extension of your tools at some point, for my first post, I wanted to talk about something near and dear [...]