This document discusses strategies for improving a game studio's release process. It describes the challenges with an existing approach of creating a new branch for each release, which is error-prone and time-consuming. The document then outlines how DICE engineered a better strategy using static infrastructure to enable frequent weekly patches from a single codebase. This reduced the time and effort for each release and aligned the release process with the creative process.
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โชWhat is Time To Player
โชHow to ship a Box Product Game
โชUnderstand the value stream map and deployment
workflow at DICE
โชIncreasing effort upfront to reduce cycle time
What you will learn
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โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
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Evaluate the process
24. @WROSSMCK
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
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Evaluate the process
25. @WROSSMCK
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
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Evaluate the process
26. @WROSSMCK
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
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Evaluate the process
27. @WROSSMCK
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
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Evaluate the process
28. @WROSSMCK
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
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Evaluate the process
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๐ง โฃ # โฃ ๐ โฃ ๐ฎ
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
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๐ง โฃ # โฃ ๐ โฃ ๐ฎ
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
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Evaluate the process
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
32. @WROSSMCK
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Evaluate the process
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
33. @WROSSMCK
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Evaluate the process
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes two weeks to set up
Time To Player == 2 weeks minimum
35. @WROSSMCK
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Engineer a New Release Strategy
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly
releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes
two weeks to set up
36. @WROSSMCK
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Engineer a New Release Strategy
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly
releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes
two weeks to set up
37. @WROSSMCK
โชMinimise Manual Effort
โชAvoid a branch per release
โชEnable weekly patches
โชOne setup for all releases
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Engineer a New Release Strategy
โชError prone
โช"Figure it out as it happens"
โชWorks well for quarterly
releases (like DLC)
โชLots of Manual Effort
โชEach "release" branch takes
two weeks to set up
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Release 4.0 Release 3.0
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Release Process Matches Artistic Process
Release 4.0
Feature C
Feature E
Feature D Release 2.2
Release 2.1
Release 2.0
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### ๐ ๐ฎ
๐ฎ
๐ฎ
๐ฎ
๐ฎ
๐ฎ
๐ฎ
๐ฎ
๐ฎ
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Engineer a New Release Strategy
โชMinimise manual effort
โชAvoid a branch per release
โชEnable weekly patches
โชOne setup for all releases
โชRelease process matches
artistic process
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Big Wins
โชReleases happen when the Game
Team decide
โชRelease Team no longer
micromanaging releases
โชFreed up weeks of effort for every
release
โชBuild Team can focus on Cool New
Projectsโข
โชTime To Player is reduced by two
weeks for every release
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Lessons Learnt
โชUse Value Stream
Mapping to reduce waste
โชFrontload effort to avoid
Tech Debt
โชKeep infrastructure static
โชEvaluate your processes
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