#GDC12 Ron Pieket: Developing Imperfect Software: The Movie

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

For source slides and other related articles see: Developing Imperfect Software: The Movie at itshouldjustworktm.com