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@WROSSMCK
Keeping Your Pipelines Flowing
U X D X O c t o b e r 2 0 1 8
1
@WROSSMCK
What you will learn
2
@WROSSMCK
3
โ–ชWhat is Time To Player

โ–ชHow to ship a Box Product Game

โ–ชUnderstand the value stream map and deployment
workflow at DICE

โ–ชIncreasing effort upfront to reduce cycle time
What you will learn
@WROSSMCK
What is Time To Player?
4
@WROSSMCK
๐Ÿง 
5
What is Time To Player?
@WROSSMCK
๐Ÿง  โ€ฃ #
6
What is Time To Player?
@WROSSMCK
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™
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What is Time To Player?
@WROSSMCK
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
8
What is Time To Player?
@WROSSMCK
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
9
The Time to go from inception
To a Player Console or PC
@WROSSMCK
AAA Patch Process
10
@WROSSMCK
11
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
@WROSSMCK
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๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 2 . 0
R e l e a s e 1 . 0
@WROSSMCK
13
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
@WROSSMCK
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R e l e a s e 1 . 0
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
@WROSSMCK
15
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
@WROSSMCK
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๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
@WROSSMCK
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๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
@WROSSMCK
18
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
@WROSSMCK
19
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
R e l e a s e 1 . 2
@WROSSMCK
20
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
R e l e a s e 1 . 2
@WROSSMCK
21
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
R e l e a s e 1 . 2
@WROSSMCK
22
Wat?
@WROSSMCK
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
23
Evaluate the process
@WROSSMCK
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
24
Evaluate the process
@WROSSMCK
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
25
Evaluate the process
@WROSSMCK
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
26
Evaluate the process
@WROSSMCK
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
27
Evaluate the process
@WROSSMCK
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
28
Evaluate the process
@WROSSMCK
29
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
R e l e a s e 1 . 2
@WROSSMCK
30
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
R e l e a s e 1 . 0
R e l e a s e 1 . 1
R e l e a s e 2 . 0
R e l e a s e 1 . 0
R e l e a s e 1 . 2
@WROSSMCK
31
Evaluate the process
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
@WROSSMCK
32
Evaluate the process
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
@WROSSMCK
33
Evaluate the process
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes two weeks to set up
Time To Player == 2 weeks minimum
@WROSSMCK
โ€œThe fastest way to do
something is not at allโ€
34
- Miles McGuire
@WROSSMCK
35
Engineer a New Release Strategy
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly
releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes
two weeks to set up
@WROSSMCK
36
Engineer a New Release Strategy
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly
releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes
two weeks to set up
@WROSSMCK
โ–ชMinimise Manual Effort

โ–ชAvoid a branch per release

โ–ชEnable weekly patches

โ–ชOne setup for all releases
37
Engineer a New Release Strategy
โ–ชError prone

โ–ช"Figure it out as it happens"

โ–ชWorks well for quarterly
releases (like DLC)

โ–ชLots of Manual Effort

โ–ชEach "release" branch takes
two weeks to set up
@WROSSMCK
How DICE Ships Games
38
@WROSSMCK
39
Static Infrastructure
@WROSSMCK
Release 2.0
40
Static Infrastructure
@WROSSMCK
Release 2.0Release 2.1
41
Static Infrastructure
@WROSSMCK
Release 2.0Release 2.1Release 2.2
42
Static Infrastructure
@WROSSMCK
43
Static Infrastructure
Release 2.0Release 2.1Release 2.2Release 3.0
@WROSSMCK
Release 3.0 Release 2.2
44
Static Infrastructure
Release 2.1
Release 2.0
@WROSSMCK
Feature A
Feature B
45
Static Infrastructure
Release 3.0 Release 2.2 Release 2.1
Release 2.0
@WROSSMCK
Release 3.0 Release 2.2
46
Static Infrastructure
Feature A
Feature B
Release 2.1
Release 2.0
@WROSSMCK
Release 4.0 Release 3.0
47
Static Infrastructure
Release 4.0 Release 2.2
Release 2.1
Release 2.0
@WROSSMCK
Release 4.0 Release 3.0
48
Static Infrastructure
Release 4.0
Feature C
Feature E
Feature D Release 2.2
Release 2.1
Release 2.0
@WROSSMCK
๐Ÿง  โ€ฃ # โ€ฃ ๐Ÿ™ โ€ฃ ๐ŸŽฎ
Remind You of Anything?
49
@WROSSMCK
Release 4.0 Release 3.0
50
Release Process Matches Artistic Process
Release 4.0
Feature C
Feature E
Feature D Release 2.2
Release 2.1
Release 2.0
๐Ÿง 
๐Ÿง 
๐Ÿง 
๐Ÿง 
### ๐Ÿ™ ๐ŸŽฎ
๐ŸŽฎ
๐ŸŽฎ
๐ŸŽฎ
๐ŸŽฎ
๐ŸŽฎ
๐ŸŽฎ
๐ŸŽฎ
๐ŸŽฎ
@WROSSMCK
Engineer a New Release Strategy
โ–ชMinimise manual effort

โ–ชAvoid a branch per release

โ–ชEnable weekly patches

โ–ชOne setup for all releases

โ–ชRelease process matches
artistic process
51
@WROSSMCK
Big Wins
โ–ชReleases happen when the Game
Team decide

โ–ชRelease Team no longer
micromanaging releases

โ–ชFreed up weeks of effort for every
release

โ–ชBuild Team can focus on Cool New
Projectsโ„ข

โ–ชTime To Player is reduced by two
weeks for every release
52
@WROSSMCK
Lessons Learnt
โ–ชUse Value Stream
Mapping to reduce waste

โ–ชFrontload effort to avoid
Tech Debt

โ–ชKeep infrastructure static

โ–ชEvaluate your processes
53
@WROSSMCK
@wrossmck
54

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