FRICTION-FREE BUG REPORTING SPEND TIME WHERE IT MATTERS GAME DEV - - PowerPoint PPT Presentation

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FRICTION-FREE BUG REPORTING SPEND TIME WHERE IT MATTERS GAME DEV - - PowerPoint PPT Presentation

Raphal Saint-Pierre, Tools Team Leader Ubisoft FRICTION-FREE BUG REPORTING SPEND TIME WHERE IT MATTERS GAME DEV BUGS EXPECTED WORKFLOW Crash Fix Close REAL WORKFLOW Crash Callstack Memdump Screenshot Duplicates ? Send bug to


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Raphaël Saint-Pierre, Tools Team Leader – Ubisoft

FRICTION-FREE BUG REPORTING

SPEND TIME WHERE IT MATTERS

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GAME DEV  BUGS

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EXPECTED WORKFLOW

Crash Fix Close

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Create bug

REAL WORKFLOW

Crash Callstack Memdump Screenshot Duplicates ? Attach files Add mission name Send bug to manager Prioritize bug Transfer to

  • ther

programmer Analyze debug data Assign bug to programmer Fix and close bug Crash again Reopen bug Notice it was in previous version Close bug again Remote debug

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CRUNCHY NUMBERS

20 000 unique crashes 200 000 occurrences 100 000 other bugs 300 people

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Somehow, some most bugs get fixed and the game gets shipped.

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Our secret ?

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Integrated reporting platform

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CUT THE MIDDLEMAN

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PREREQUISITES

Issue tracker Processing and data storage Debug info, symbols Source control

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REPORT

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ADD DATA

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TRACK BUG

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WORKFLOW RECAP

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INVESTIGATE

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AUTO-FEEDBACK

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AUTO-ASSIGN BUGS

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PREVENT DUPLICATES

CEngine::Update() CEngine::MainLoop() main()

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PREVENT DUPLICATES

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IDENTIFY BLOCKERS

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REMOTE DEBUG

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TRACK REGRESSIONS

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GET THE BIG PICTURE

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PRIORITIZE

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𝑝𝑑𝑑𝑣𝑠𝑠𝑓𝑜𝑑𝑓𝑡 ∗ 𝑠𝑓𝑞𝑝𝑠𝑢𝑓𝑠𝑡 𝑚𝑏𝑡𝑢 𝑝𝑑𝑑𝑣𝑠𝑠𝑓𝑜𝑑𝑓 𝑢𝑗𝑛𝑓

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FORESEE ISSUES

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TRACK VERSION STABILITY

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V1 V2 V3

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WEEKLY REPORTS !

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DAILY DIGESTS !

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LESS FRICTION, MORE ACTION

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MORE IDEAS ?

raphael.saint-pierre@ubisoft.com