Do game developers deserve the reputation they have when it comes to modern engineering practices?
[url="http://bit.ly/eSwMm0"]Are Game Developers 15 Years Behind?[/url]
It depends which company you work at, obviously.
e.g. At the games studio I'm currently working for, whenever I check-in code, it's compiled and tested by a remote machine before being pushed to the trunk (meaning I can't break the build). At a previous games studio, any commits to certain libraries were automatically added to a task-tracking system flagging the need for them to be reviewed. I've never had those luxuries in corporate software jobs.
I've worked at a top 50 corporation (not games) that was far worse -- Emailing ZIPs for version control and still laughing at OOP as some academic ivory tower concept...
The blog is a bit silly, in that it's knowingly trying to deconstruct an assumed stereotype, and then pondering why those false assumptions aren't holding up.
I wouldn't say that gamedevs are 15 years behind, but 10 might be more accurate if for no other reason than the unholy obsession with C++. Combine that with the relative immaturity of middleware tools and qa processes (development processes have actually improved a bit here)...
Anecdotal evidence and lore from the internet do not reliable data sets make.
I find it rather humorous that someone at Atlassian of all places is questioning the practices of some of their most loyal customers
Maybe in 1983.
Not today.
It's well known for all programming shops AFAICT.
Firstly, you have to be honest, it's a well-known stereotype. It does exist and I think anecdotal evidence is proof enough of that.
For any absurd set of thinking, you can probably find a non-zero percentage of the population who is utterly convinced of its truth. (There's a really nasty, below-the-belt comment about religion hidden in here someplace )
Why do some developers think that clear-win best-practices are not applicable to games? I dunno. Maybe you should ask them...
Are you a professional game developer?
What I want to know is how come there are so many teams who believe these practices and tools are not suited to their industry?
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I suspect because of time crunch. Practices are percieved as process, process comes with overhead, and we barely hit our release date last time. This is a common driving force in bizdev against process improvement, and I can only imagine that the increased time to market pressure in gamedev exacerbates it.
I've never talked to a non-games software shop that even knew what regression testing was, let alone practiced it.
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Even the terrible QA departments I've worked with know what regression testing is and dedicated time to it.
So while I don't deny that some bizdev houses (especially those that don't sell software or some software as a service sort of thing) are truly ass-backwards, my experience in run of the mill bizdev just doesn't hold with some of the stories here.
e.g. At the games studio I'm currently working for, whenever I check-in code, it's compiled and tested by a remote machine before being pushed to the trunk (meaning I can't break the build). At a previous games studio, any commits to certain libraries were automatically added to a task-tracking system flagging the need for them to be reviewed. I've never had those luxuries in corporate software jobs.
I've worked at a top 50 corporation (not games) that was far worse -- Emailing ZIPs for version control and still laughing at OOP as some academic ivory tower concept... So I've got an equally bad stereotype of PHB's and corporate code-monkeys and "architects".
[quote name='ApochPiQ' timestamp='1301972883' post='4794468']
Why do some developers think that clear-win best-practices are not applicable to games? I dunno. Maybe you should ask them...
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