Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 30, 2014
arrowPress Releases
September 30, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 
Guildhall Production track 2: Source Control
by Dustin Davis on 11/01/12 03:36:00 pm

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 


Game developers sometimes break the build.  Student game developers are especially good at it.

The SMU Guildhall introduces source control tools to students from their first team game (TGP1).  As a student Associate Producer assisting three TGP1 teams, one of my roles is to make sure they use their source control tools correctly and understand their benefits.

To date on previous projects, the student developers on my teams used Perforce www.perforce.com or Apache SVN subversion.apache.org, and in one case moved from one tool to the other early in development, causing a few headaches.

My current TGP1 teams use SVN.  As projects with four student team members, SVN's simplicity and open license make it an appropriate fit.

The team members cover basic source control usage in a class setting, and Associate Producers include instructions for SVN use in each team's ADP documentation.

Source Control in Guildhall ADP document

Above is a sample page from a team ADP.  For first-time developers, it's important to make sure the details of our game development mechanics are in a single place.  It's intuitive that having a game plan is important.  The importance of a game plan document is something that's learned as your projects grow.

To date, my TGP1 teams have used their source control extensively, on one instance already citing source control as saving the day.  Just two weeks into development, that's not a bad reccommendation. 


Related Jobs

DoubleDown Interactive
DoubleDown Interactive — Seattle, Washington, United States
[09.30.14]

Principal Game Designer
DoubleDown Interactive
DoubleDown Interactive — Seattle, Washington, United States
[09.30.14]

Senior Product Manager
Raven Software / Activision
Raven Software / Activision — Madison, Wisconsin, United States
[09.30.14]

Network Engineer - Raven
Raven Software / Activision
Raven Software / Activision — Madison, Wisconsin, United States
[09.30.14]

Senior FX Artist - Raven






Comments


Elizabeth Stringer
profile image
What was the instance?


none
 
Comment: