P4 Blog

  • February 23, 2017

    Given the acclaim of long-running titles, including Gears of War, Infinity Blade, and Unreal Tournament, it’s hard to deny the eponymous nature of Epic Games’ most lauded successes. In short: they too are epic.

    That’s because the innovators at Epic Games, with more than 25 years of industry experience, remain on the cutting edge of first-person shooter (FPS) game rendering. How does Epic Games keep pushing their development in a market that grows more sophisticated each day? How do they replicate past success in iterative title releases? And how do they manage to captivate consumers in the face of swelling competition?  

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  • February 21, 2017

    It’s time to move past the nuts of bolts of builds and Continuous Integration (CI) and focus on closing an easily overlooked gap in the age of Agile: the gap between how things should work versus how they actually work.

    In recent years, a movement has been brewing to do away with Quality Assurance (QA) altogether, the argument generally being that the Agile focus on unit tests guarantees that shipping software works as intended. This is problematic on multiple counts, not the least of which being that unit tests check only what developers think to test. Sometimes, it can take a fresh set of eyes and a different perspective to catch defects.

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  • February 14, 2017

    DevOps Digest 310 main graphic

    In our last article, we looked at how to promote code automatically from lower-level, less stable streams to higher-level, more stable streams as a prelude to producing release builds for testing and distribution.

    However, organizations often need to (1) archive various build artifacts (and perhaps other data), and (2) label the files that went into producing said builds for future reference. In this article, we’ll leverage Helix for those tasks as we end our chapter on Continuous Integration.

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  • February 09, 2017

    If given a choice on what movie to watch, would you choose a hotly-anticipated blockbuster or a plot-driven period piece? In cinema, you’re hard-pressed to get both in one sitting.

    But in game design, where imagination and innovation have steadily ascended, you can truly deliver a user experience unlike any other, provided you have the tools to match your creative vision.

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  • February 08, 2017


    Perforce Sets Up for Success 2017 Image Quote


    If you’re an avid Perforce follower (thank you), you may already know that 2016 was a year marked by change: new ownership, new leadership, and new product direction. While not always easy, change is sometimes necessary and, in this case, has provided us with a breath of fresh air, ultimately laying the groundwork for what’s to come.


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  • February 07, 2017

    Last time, we got code coverage analysis running on top of the unit tests from Issue 307. We could go on in this vein for quite a while because there are so many things that may usefully be added to debug builds. Tips revealed from static analysis, complexity and refactoring metrics, and so forth can all catch issues and provide immediate feedback to developers.

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