Academy of Art University
My name is Scott Berkenkotter. I am the game programming lead faculty at the Academy of Art University.
We teach kids how to make games in all various aspects. So we teach them design, art, programming. We use Perforce to turn in homework and we also have some live projects that run in Perforce. And we've been using Perforce for about six years.
We use Perforce a lot because it's a big tool in the industry. So we want to teach the students what they're most likely going to be using when they work in the industry. We have dabbled in a few other things like Git, and they just didn't work out as well for us. We've also just got a lot of experience with Perforce, so that helps.
My name is Norbert. I am a producer at Offworld Industries.
We started using Perforce in 2014. And then later on we transitioned to a different source control system. And we recently switched back to Perforce because the experience we had with Perforce originally was better than what we had with the other source control system we used.
Perforce helps our team collaborating on files by allowing us to work truly in parallel on things, because we have a lot of binary files. And you can edit files, checking them out, it all works reliably. And we don't run into conflicts. And we have experience with a different source control system where we constantly would run into conflicts and have to do complex merges, and resolve those conflicts. And the resolving of lots of people editing at the same time is really the thing that works great in Perforce. The most important part for us.
My name's Brian Lhota. I work at Imangi Studios where I'm the technical lead.
What I like most about Perforce is that it's pretty easy to use. And our content creators love it because it's very explicit in the check-out process. So that they know what files they have out versus what's not checked out.
Stephen Dona. Gameplay engineer and designer for a small independent company in Salt Lake City, called Couch Cosmonauts.
I think the best thing about Perforce is that you don't see a lot of it. Is that we have a really good set up with designers, and artists. And we work hybrid with front end tools and back end tools. And all of us seem to be working all the time together, and there's very rarely a problem with checking in files and making sure that one edit doesn't override another edit or something like that. And I think that's brilliant. I think that's the goal right?
I think my favorite thing about Perforce is how much it makes it easy for everyone, and it's very much in the background. Like, when I've worked in other teams, every engineer needs to know everything about source control. Whereas right now, I'm actually quite privileged to be the gameplay engineer and I'm one step removed, and my build engineer sort of takes care of all the difficult stuff and I just click three buttons at the end of every day. And that's it. That's my interaction with it. It's great.