For the second week, the designers are tuning both newly created levels (but not released yet) and live levels that are churning users out of the game. This in turn makes us comfortably ahead of the curve – even if during legal holidays all the design team took 3 weeks off and that barely made a dent into our buffer. This means that slowly but surely, we would grow a buffer zone between the newly created levels and the content that we need to push live. If the scope of new client updates is small, QA provides a list of legacy bugs, sorted by severity and we would use that small ‘break” to work on them to diminish the ever-growing bug list.ĭesigners would create new levels during the first week, always making sure to create a few extra over the required target. On the second week, aside from the new content we’re mostly doing compatibility checks. In the first week, the hard work gets done – new integrations or difficult bugs. ![]() Week 2 is when we focus on the current release and make sure it hits the live date on time. We split the 2-week timeframe into: Week 1 for Content Creation and Week 2 for Content Delivery.įor Developers and QA, Week 1 is all about fixing bugs and enhancing the client. With new content that must be sent every 2 weeks, we considered this to be our main time unit. All the team members know their part and the importance of delivering quality items, on time. As performance and the high level of quality are some of our motivational factors. Moreover, we deliver new client updates every 30-45 days, depending on the agreed schedule.Ĥ Designers – in charge of new level creation & tuning the new levels and high churn live levels.Ģ Developers – one to handle the live content pushes & one to work exclusively on the game client.Ĥ QA – to test the live pushes & new game clientsġ Artist – in charge of new event assets, game icons & new level mapsĭuring the handover process it became obvious that with all the design, art and development work we would need to be extremely well organized. Another important aspect is always keeping the level of design quality to preserve user engagement. ![]() Our goal is to successfully deliver new content every 2 weeks while maintaining the game client free of technical debt and major issues. ![]() Although a complex project with a challenging scope, we could meet and exceed its demands by counting on 2 crucial items: Our Team and Our Process. Inside Out: Thought Bubbles is one of the most popular Disney bubble shooters and a prime example of a successful Live Ops development ran by Amber.
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