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Electronic Arts (EA) engages players around the globe in immersive games across PC, console, and mobile. This automated process takes less than an hour to complete for a AAA title, outputting pre-computed, incremental patches for previous versions of the game. This post was co-authored by Bryan Chiu, Site Reliability Engineer, EA.
Every major studio I've worked at generally has their own automated build system. These build systems are not shared between projects at the same publisher. This is because each game has its own file structure, asset list, and scripts that must be processed alongside building the code in order to result in a functioning game build.
With the rise of the gaming industry, two distinct categories of games have emerged: AAA games and mobile games. As a result, mobile gaming is pushed aside in favor of AAA titles, which have their own position in the market. Now, when you think about high-end games, you think about AAA. Can Mobile Games Be AAA?
Haman in his home office, surrounded by unfinished electronics projects, lit by an implausible number of computer monitors and sipping off-brand energy drinks. My first game, called Averish , was a city building game where you could build entire cities out of plastic building blocks.
pstrejczek: Is there a reason Electron is the preferred way for Steam publishing ? Are there any plans to make Steam SDK integration in Win and Mac native builds possible ? But currently we don’t have builtin Steam SDK integration yet, and there is mature Steam SDK integration in Electron.
Consider - in AAA games, we bring on entire teams of QA to test every day during production. How do they find that many bugs? Imagine 50 testers each find only five bugs a day from a full eight hours of testing. That's logging a combined 250 bugs daily. In a week, you've got 1,250 bugs. After a month, that's 5,000 bugs.
I wanted to design consumer electronics and gadgets so I studied Industrial Design and Technology. Some had worked on AAA games I’d played, released indie games, or previously ran companies in games. These are essentially the building blocks of all sports, so I based the game around sandbox “sports”.
Written by Ethan Levy , Executive producer at N3TWORK, who is building his first blockchain game. 12 years ago, while working for the Chief Creative Director at Electronic Arts, I was part of an effort to evangelize microtransactions, in-game purchases, DLC, and other forms of incremental revenue across the EA game studios.
In AAA games, the vast majority of executive meddling comes in only one situation - when the development process for a game goes off the rails and is in danger of going far over budget, missing their ship date, and/or missing their minimum shippable quality bar. They have a schedule, they have a feature set, and they stick to it.
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