Eight Rules For Making Your First Great Game
Nick Prühs
About Me
“Best Bachelor“ Computer Science
Kiel University, 2009
Master Games
Hamburg University of Applied
Sciences, 2011
Lead Programmer
Daedalic Entertainment, 2011-2012
Co-Founder
slash games, 2013-2016
Technical Director
Daedalic Entertainment, 2016
2 / 79
Diversity of Games
3 / 113
Diversity of Games
4 / 113
Diversity of Games
5 / 113
Diversity of Games
6 / 113
Diversity of Games
7 / 113
Diversity of Games
8 / 113
Game Development
“Games are insanely complex.”
- Warren Spector
Rule 1
Make testing as easy as possible!
Make testing easy!
11 / 79
At the beginning of Campus Buddies, Christian had the idea of creating
a debug web page containing links for several debug functions
 creating and logging in a test user
 adding points for the current user
 unlocking achievements
 and many, many more
Make testing easy!
12 / 79
Make testing easy!
13 / 79
This was arguably the best idea we had throughout the project.
Make testing easy!
14 / 79
• Debugging can be a pain in the ass
 especially when network communication is involved
• Our debug page saved us lots of blood, sweat and tears
• The earlier you set up your debugging tools, the more you’ll benefit
from them
15 / 79
Rule 2
Deploy often!
Deploy often!
17 / 79
Creating a new version can involve a step or two:
 Accessing source control
o Syncing working copy
o Creating tags
 Writing version numbers
 Performing the actual build
 Packaging the build result
 Publishing the game on a build page
 Running unit tests
 Sending email notifications
Deploy often!
You wouldn’t wanna do all that by hand.
Every time.
Do you?
18 / 79
Deploy often!
19 / 79
Rule 3
Use a bullet-proof, feature-based
project structure!
Bad Example
• Assets
 EMHQ
o Data
– Icons
– Images
– Sprites
– Textures
o Resources
– Icons
o UI
– Common
» Sprites
 EMHQ_gfx_export
o Textures
 GUI
o Assets
– Images
21 / 79
Bad Example
• Assets
 EMHQ
o Data
– Icons
– Images
– Sprites
– Textures
o Resources
– Icons
o UI
– Common
» Sprites
 EMHQ_gfx_export
o Textures
 GUI
o Assets
– Images
22 / 79
Bonus Objective:
- Find the icon for the Main
Menu button.
Bad Example
• Assets
 EMHQ
o Data
– Icons
– Images
– Sprites
– Textures
o Resources
– Icons
o UI
– Common
» Sprites
– Base
» HUD
• Sprites
 EMHQ_gfx_export
o Textures
 GUI
o Assets
– Images
23 / 79
Bonus Objective:
- Find the icon for the Main
Menu button.
Feature Folders
• Project Root
 FingerGestures
 FreudBot
 HOTween
 NGUI
 NData
 Unity Test Tools
24 / 79
Feature Folders
• Project Root
 FingerGestures
 FreudBot
o Animations
o Atlases
o Fonts
o Localization
o Prefabs
o Scenes
o Sounds
o Sprites
o Scripts
 HOTween
 NGUI
 NData
 Unity Test Tools
25 / 79
Feature Folders
• Project Root
 FreudBot
o Scripts
– Ads
– Analytics
– Comics
– Core
– Debug
– Dialogue
– IAP
– Mobile
– Progression
– Sound
– UI
26 / 79
Feature Folders
• Project Root
 FreudBot
o Scripts
– Ads
» Components
» Events
» Systems
27 / 79
Feature Folders
This way, features and plugins can easily be updated
or removed without having to scan the full project
tree.
28 / 79
Rule 4
Listen to your players!
Analytics
30 / 79
Analytics
31 / 79
Analytics
32 / 79
This is okay. (Endboss)
Analytics
33 / 79
This is not. (Intermediate level)
Rule 5
Fix bugs immediately!
35 / 79
Why you should always start debugging immediately
Why you should always start debugging immediately
• Code entropy says your code will get worse, all the time, unless you
actively invest in preventing that
• Broken windows theory says the worse your code is, the worse it will
become
• Tracking down bugs is harder in a larger code base
• Tracking down bugs is harder in a buggy code base
36 / 12
Code Quality Tools
37 / 12
Code Quality Tools
38 / 12
Code Quality Tools
39 / 12
/// <summary>
/// Attaches the passed component to the entity with the specified id.
/// Note that this manager does not check whether the specified id is valid.
/// </summary>
/// <exception cref="ArgumentNullException">
/// Passed component is null.
/// </exception>
/// <exception cref="InvalidOperationException">
/// There is already a component of the same type attached.
/// </exception>
public void AddComponent(int entityId, IEntityComponent component)
{
if (component == null)
{
throw new ArgumentNullException("component");
}
if (this.components.ContainsKey(entityId))
{
throw new InvalidOperationException(
"There is already a component of type " + component.GetType() + " attached to entity with id "
+ entityId + ".");
}
this.components.Add(entityId, component);
this.OnComponentAdded(entityId, component);
}
Divide-and-conquer
40 / 12
Divide-and-conquer
41 / 12
Divide-and-conquer
42 / 12
Divide-and-conquer
43 / 12
Divide-and-conquer
44 / 12
Divide-and-conquer
45 / 12
Logging
46 / 12
On-Screen
47 / 12
Pair Programming
48 / 12
Source: University of Utah, UIT
And if nothings helps …
49 / 12
And if nothings helps …
50 / 12
Try again tomorrow!
Some are really nasty …
• Remote systems
• Race conditions
• Mobile development, embedded systems, drivers
• “Release Mode only” bugs
51 / 12
Quoting My Tutor
“If the bug is not where you expect it to be,
you better start looking for it where you’re not expecting it to be.”
- Hagen Peters
52 / 12
You need a repro. Period.
How can you be sure you’ve fixed it?
53 / 12
Rule 6
Gameplay first!
Gameplay First
55 / 60
Erich Schaefer. Postmortem: Blizzard's Diablo II.
http://www.gamasutra.com/view/feature/131533/postmortem_blizzards
_diablo_ii.php
“First, we make the game playable as soon as possible
in the development process. Our initial priority was to
get a guy moving around on the screen and hacking
monsters. This is what players would be doing most of
the time, and it had to be fun.”
Rule 7
Learn from others!
Because you wouldn't use a screwdriver on a nail...
57 / 60
StarCraft II Galaxy Editor
58 / 60
StarCraft II Galaxy Editor
Because you wouldn't use a screwdriver on a nail...
59 / 60
StarCraft II Galaxy Editor
Because you wouldn't use a screwdriver on a nail...
60 / 60
StarCraft II MakeCombat
Because you wouldn't use a screwdriver on a nail...
61 / 60
Erich Schaefer. Postmortem: Blizzard's Diablo II.
http://www.gamasutra.com/view/feature/131533/postmortem_blizzards
_diablo_ii.php
“In many cases we created tools to speed up content
creation, but then abandoned them. Too often, we
decided to keep using inferior tools because we
thought we were almost done with the game, and
didn't want to take the time to improve them.
Unfortunately, in most of these cases, we were not
really almost done with the game.“
Because you wouldn't use a screwdriver on a nail...
Genre Standards
62 / 60
StarCraft II Screenshot
Genre Standards
63 / 60
StarCraft II Screenshot
Genre Standards
64 / 60
StarCraft II Screenshot
Genre Standards
65 / 60
StarCraft II Screenshot
Genre Standards
66 / 60
StarCraft II Screenshot
Genre Standards
67 / 60
StarCraft II Screenshot
Genre Standards
68 / 60
StarCraft II Screenshot
Genre Standards
69 / 60
StarCraft II Screenshot
Genre Standards
70 / 60
Unreal Tournament 3 Splash Screen
Genre Standards
71 / 60
Unreal Tournament 3 Login Screen
Genre Standards
72 / 60
Hostile Worlds Screen Transitions
Genre Standards
73 / 60
Steam Server Browser
Genre Standards
74 / 60
WarCraft III Lobby
Genre Standards
75 / 60
WarCraft III Loading Screen
Genre Standards
76 / 60
WarCraft III Score Screen
Genre Standards
77 / 60
StarCraft II Options Screen
Open Game Sources
78 / 60
Doom 3 GPL Release on GitHub
Open Game Sources
79 / 60
Blizzard on GitHub
Open Game Sources
80 / 60
Blizzard QT on GitHub
Open Game Sources
81 / 60
Blizzard Premake on GitHub
Project Structure
82 / 60
Windows 10 - System32 Folder
Project Structure
83 / 60
> 3000 Libraries
Eight Rules for Making Your First Great Game
Project Structure
85 / 60
Hearthstone Asset Bundles
Project Structure
86 / 60
Hearthstone Data Files
Project Structure
87 / 60
StarCraft II “Mods”
Project Structure
88 / 60
StarCraft Game Folder Size
Project Structure
89 / 60
StarCraft MPQ Files
Data Structure
90 / 60
https://en.wikipedia.org/wiki/MPQ
MPQ (Mo'PaQ, short for Mike O'Brien Pack, named after its creator[citation
needed]), is an archiving file format used in several of Blizzard
Entertainment's games.
MPQs used in Blizzard's games generally contain a game's data files,
including graphics, sounds, and level data. The format's capabilities
include compression, encryption, file segmentation, extensible file
metadata, cryptographic signature and the ability to store multiple
versions of the same file for internationalization and platform-specific
differences. MPQ archives can use a variety of compression algorithms
which may also be combined.
Data Structure
91 / 60
Hearthstone Localization Files (GAMEPLAY.txt)
TAG TEXT COMMENT
GAMEPLAY_COIN_TOSS_LOSTYou get an extra card
GAMEPLAY_COIN_TOSS_WON You go first
GAMEPLAY_FATIGUE_TITLE Fatigue
GAMEPLAY_FATIGUE_TEXT Out of cards! Take {0} damage.
GAMEPLAY_FATIGUE_HISTORY_TEXT Trying to draw from an empty deck
deals increasing damage to your hero.
GAMEPLAY_END_TURN END TURN
GAMEPLAY_ENEMY_TURN ENEMY TURN
GAMEPLAY_YOUR_TURN Your Turn
GAMEPLAY_ERROR_PLAY_REJECTED Too late! Your turn is over.
GAMEPLAY_MOBILE_BATTLECRY_CANCELED Battlecry canceled.
GAMEPLAY_MANA_COUNTER {0}/{1} 0=unused mana 1=current total mana
Data Structure
92 / 60
Hearthstone Data Files (BOARD.xml)
<?xml version="1.0" encoding="UTF-8"?>
<Dbf>
<Column name="ID" type="Int" />
<Column name="NOTE_DESC" type="String" />
<Column name="PREFAB" type="AssetPath" />
<Record>
<Field column="ID">1</Field>
<Field column="PREFAB">Assets/Game/Boards/STW/STW</Field>
<Field column="NOTE_DESC">Stormwind</Field>
</Record>
<Record>
<Field column="ID">2</Field>
<Field column="PREFAB">Assets/Game/Boards/ORG/ORG</Field>
<Field column="NOTE_DESC">Orgrimmar</Field>
</Record>
Log Files
93 / 60
Hearthstone Log File
Platform assembly:
D:GamesHearthstoneHearthstone_DataManagedICSharpCode.SharpZipLib.dll (this
message is harmless)
Loading D:GamesHearthstoneHearthstone_DataManagedICSharpCode.SharpZipLib.dll
into Unity Child Domain
Platform assembly: D:GamesHearthstoneHearthstone_DataManagedPlayMaker.dll
(this message is harmless)
Loading D:GamesHearthstoneHearthstone_DataManagedPlayMaker.dll into Unity
Child Domain
Log Files
94 / 60
League of Legends Log File
Function: Spell::Effect::SpellFXRenderer::Update
Expression: false
001567.413| 0.0000kb| 0.0000kb added| ERROR| Assertion
failed!
File: E:/jenkins/workspace/game-code-Releases-4-18-public-
win32/code/Game/LoL/Spell/Effect/Client/SpellFXRenderer.cpp
Line: 854
Art Guides
95 / 12
Development Blogs
96 / 60
Post-Mortem of WarCraft
Developer Conferences
97 / 60
Post-Mortem of Ochestrator
Rule 8
Commit to quality!
Commit To Quality
99 / 60
Erich Schaefer. Postmortem: Blizzard's Diablo II.
http://www.gamasutra.com/view/feature/131533/postmortem_blizzards
_diablo_ii.php
“The task of testing a game of Diablo II's scope, with its
huge degree of randomness and its nearly infinite
character skill and equipment paths, required a
Herculean effort. […] Would a party of five Paladins,
each using a different defensive aura, be untouchable?
After more than 100 hours of play, is a fire-based
Sorceress unable to continue in Hell Mode?”
Thank you for listening!
https://github.com/npruehs
@npruehs
nick.pruehs@daedalic.com

More Related Content

PDF
What Would Blizzard Do
PDF
Component-Based Entity Systems (Demo)
PDF
School For Games 2015 - Unity Engine Basics
PDF
Game Development Challenges
PDF
Game Programming 13 - Debugging & Performance Optimization
PDF
Game Programming 01 - Introduction
PDF
Game Programming 05 - Development Tools
PDF
Game Programming 07 - Procedural Content Generation
What Would Blizzard Do
Component-Based Entity Systems (Demo)
School For Games 2015 - Unity Engine Basics
Game Development Challenges
Game Programming 13 - Debugging & Performance Optimization
Game Programming 01 - Introduction
Game Programming 05 - Development Tools
Game Programming 07 - Procedural Content Generation

What's hot (19)

PDF
Game Programming 12 - Shaders
PDF
Style & Design Principles 03 - Component-Based Entity Systems
PDF
Scrum - but... Agile Game Development in Small Teams
PDF
Game Programming 02 - Component-Based Entity Systems
PDF
Game Models - A Different Approach
PDF
Game Programming 06 - Automated Testing
PDF
Game Programming 09 - AI
PPTX
GameDev 2017 - Анатолій Ландишев "AAA architecture in Unity3D"
PDF
Entity Component Systems
PDF
Game Programming - Cloud Development
PPTX
OGDC 2014: Component based entity system mobile game development
PDF
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...
PDF
Game Programming 08 - Tool Development
PDF
Game Programming 04 - Style & Design Principles
PDF
Unreal Engine Basics 01 - Game Framework
DOCX
Y1 gd engine_terminology ig2 game engines
DOCX
Y1 gd engine_terminology ig2 game engines
PDF
Choosing A Game Engine - More Than Frames Per Second
DOC
Y1 gd engine_terminologY
Game Programming 12 - Shaders
Style & Design Principles 03 - Component-Based Entity Systems
Scrum - but... Agile Game Development in Small Teams
Game Programming 02 - Component-Based Entity Systems
Game Models - A Different Approach
Game Programming 06 - Automated Testing
Game Programming 09 - AI
GameDev 2017 - Анатолій Ландишев "AAA architecture in Unity3D"
Entity Component Systems
Game Programming - Cloud Development
OGDC 2014: Component based entity system mobile game development
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...
Game Programming 08 - Tool Development
Game Programming 04 - Style & Design Principles
Unreal Engine Basics 01 - Game Framework
Y1 gd engine_terminology ig2 game engines
Y1 gd engine_terminology ig2 game engines
Choosing A Game Engine - More Than Frames Per Second
Y1 gd engine_terminologY
Ad

Viewers also liked (10)

PDF
Tool Development A - Git
PDF
Game Programming 03 - Git Flow
PDF
Game Programming 10 - Localization
PDF
Game Programming 11 - Game Physics
PDF
Designing an actor model game architecture with Pony
PDF
Entity System Architecture with Unity - Unite Europe 2015
PDF
ECS architecture with Unity by example - Unite Europe 2016
PDF
The Next Generation of Game Planners
PDF
Diversity in NPC AI
PDF
Clean, fast and simple with Entitas and Unity - Unite Melbourne 2016
Tool Development A - Git
Game Programming 03 - Git Flow
Game Programming 10 - Localization
Game Programming 11 - Game Physics
Designing an actor model game architecture with Pony
Entity System Architecture with Unity - Unite Europe 2015
ECS architecture with Unity by example - Unite Europe 2016
The Next Generation of Game Planners
Diversity in NPC AI
Clean, fast and simple with Entitas and Unity - Unite Melbourne 2016
Ad

Similar to Eight Rules for Making Your First Great Game (20)

PPTX
Five Cliches of Online Game Development
PDF
I Develop Videogames
PPTX
SAD15 - Maintenance
PPTX
Supersize your production pipe enjmin 2013 v1.1 hd
DOCX
Connor martin Y1 GD Engine Terminology
DOCX
Engine terminology
PDF
Controlling Project Size for Student/Hobby Videogame Development
PPT
BiowareDesignDoc.ppt
PPTX
Maximize Your Production Effort (English)
DOCX
Game Engine terminology
PDF
Creative Engineering 101
PDF
Supersize Your Production Pipe
DOCX
Engineterminoligy finished
PDF
A Brief Game Jam Survival Guide
PPTX
Game development
PDF
Mallory game developmentpipeline
PPTX
Gaming Design for Beginners_Document.pptx
PPT
3.1 teams and processes
DOCX
Jake hyatt Y1 gd engine_terminology
PPS
God Of War : post mortem
Five Cliches of Online Game Development
I Develop Videogames
SAD15 - Maintenance
Supersize your production pipe enjmin 2013 v1.1 hd
Connor martin Y1 GD Engine Terminology
Engine terminology
Controlling Project Size for Student/Hobby Videogame Development
BiowareDesignDoc.ppt
Maximize Your Production Effort (English)
Game Engine terminology
Creative Engineering 101
Supersize Your Production Pipe
Engineterminoligy finished
A Brief Game Jam Survival Guide
Game development
Mallory game developmentpipeline
Gaming Design for Beginners_Document.pptx
3.1 teams and processes
Jake hyatt Y1 gd engine_terminology
God Of War : post mortem

More from Nick Pruehs (8)

PDF
Unreal Engine Basics 06 - Animation, Audio, Visual Effects
PDF
Unreal Engine Basics 05 - User Interface
PDF
Unreal Engine Basics 04 - Behavior Trees
PDF
Unreal Engine Basics 03 - Gameplay
PDF
Unreal Engine Basics 02 - Unreal Editor
PDF
Game Programming - Git
PDF
Game Programming 00 - Exams
PDF
Tool Development 10 - MVVM, Tool Chains
Unreal Engine Basics 06 - Animation, Audio, Visual Effects
Unreal Engine Basics 05 - User Interface
Unreal Engine Basics 04 - Behavior Trees
Unreal Engine Basics 03 - Gameplay
Unreal Engine Basics 02 - Unreal Editor
Game Programming - Git
Game Programming 00 - Exams
Tool Development 10 - MVVM, Tool Chains

Recently uploaded (20)

PPTX
The various Industrial Revolutions .pptx
PDF
A comparative study of natural language inference in Swahili using monolingua...
PDF
Getting Started with Data Integration: FME Form 101
PPTX
Tartificialntelligence_presentation.pptx
PPTX
Final SEM Unit 1 for mit wpu at pune .pptx
PDF
NewMind AI Weekly Chronicles – August ’25 Week III
PDF
Univ-Connecticut-ChatGPT-Presentaion.pdf
PDF
Assigned Numbers - 2025 - Bluetooth® Document
PPTX
Chapter 5: Probability Theory and Statistics
PDF
1 - Historical Antecedents, Social Consideration.pdf
PDF
ENT215_Completing-a-large-scale-migration-and-modernization-with-AWS.pdf
PDF
Enhancing emotion recognition model for a student engagement use case through...
PDF
A novel scalable deep ensemble learning framework for big data classification...
PDF
WOOl fibre morphology and structure.pdf for textiles
PPTX
Modernising the Digital Integration Hub
PDF
Hybrid model detection and classification of lung cancer
PPT
Geologic Time for studying geology for geologist
PDF
sustainability-14-14877-v2.pddhzftheheeeee
PDF
How ambidextrous entrepreneurial leaders react to the artificial intelligence...
PDF
Zenith AI: Advanced Artificial Intelligence
The various Industrial Revolutions .pptx
A comparative study of natural language inference in Swahili using monolingua...
Getting Started with Data Integration: FME Form 101
Tartificialntelligence_presentation.pptx
Final SEM Unit 1 for mit wpu at pune .pptx
NewMind AI Weekly Chronicles – August ’25 Week III
Univ-Connecticut-ChatGPT-Presentaion.pdf
Assigned Numbers - 2025 - Bluetooth® Document
Chapter 5: Probability Theory and Statistics
1 - Historical Antecedents, Social Consideration.pdf
ENT215_Completing-a-large-scale-migration-and-modernization-with-AWS.pdf
Enhancing emotion recognition model for a student engagement use case through...
A novel scalable deep ensemble learning framework for big data classification...
WOOl fibre morphology and structure.pdf for textiles
Modernising the Digital Integration Hub
Hybrid model detection and classification of lung cancer
Geologic Time for studying geology for geologist
sustainability-14-14877-v2.pddhzftheheeeee
How ambidextrous entrepreneurial leaders react to the artificial intelligence...
Zenith AI: Advanced Artificial Intelligence

Eight Rules for Making Your First Great Game

  • 1. Eight Rules For Making Your First Great Game Nick Prühs
  • 2. About Me “Best Bachelor“ Computer Science Kiel University, 2009 Master Games Hamburg University of Applied Sciences, 2011 Lead Programmer Daedalic Entertainment, 2011-2012 Co-Founder slash games, 2013-2016 Technical Director Daedalic Entertainment, 2016 2 / 79
  • 9. Game Development “Games are insanely complex.” - Warren Spector
  • 10. Rule 1 Make testing as easy as possible!
  • 11. Make testing easy! 11 / 79 At the beginning of Campus Buddies, Christian had the idea of creating a debug web page containing links for several debug functions  creating and logging in a test user  adding points for the current user  unlocking achievements  and many, many more
  • 13. Make testing easy! 13 / 79 This was arguably the best idea we had throughout the project.
  • 14. Make testing easy! 14 / 79 • Debugging can be a pain in the ass  especially when network communication is involved • Our debug page saved us lots of blood, sweat and tears • The earlier you set up your debugging tools, the more you’ll benefit from them
  • 17. Deploy often! 17 / 79 Creating a new version can involve a step or two:  Accessing source control o Syncing working copy o Creating tags  Writing version numbers  Performing the actual build  Packaging the build result  Publishing the game on a build page  Running unit tests  Sending email notifications
  • 18. Deploy often! You wouldn’t wanna do all that by hand. Every time. Do you? 18 / 79
  • 20. Rule 3 Use a bullet-proof, feature-based project structure!
  • 21. Bad Example • Assets  EMHQ o Data – Icons – Images – Sprites – Textures o Resources – Icons o UI – Common » Sprites  EMHQ_gfx_export o Textures  GUI o Assets – Images 21 / 79
  • 22. Bad Example • Assets  EMHQ o Data – Icons – Images – Sprites – Textures o Resources – Icons o UI – Common » Sprites  EMHQ_gfx_export o Textures  GUI o Assets – Images 22 / 79 Bonus Objective: - Find the icon for the Main Menu button.
  • 23. Bad Example • Assets  EMHQ o Data – Icons – Images – Sprites – Textures o Resources – Icons o UI – Common » Sprites – Base » HUD • Sprites  EMHQ_gfx_export o Textures  GUI o Assets – Images 23 / 79 Bonus Objective: - Find the icon for the Main Menu button.
  • 24. Feature Folders • Project Root  FingerGestures  FreudBot  HOTween  NGUI  NData  Unity Test Tools 24 / 79
  • 25. Feature Folders • Project Root  FingerGestures  FreudBot o Animations o Atlases o Fonts o Localization o Prefabs o Scenes o Sounds o Sprites o Scripts  HOTween  NGUI  NData  Unity Test Tools 25 / 79
  • 26. Feature Folders • Project Root  FreudBot o Scripts – Ads – Analytics – Comics – Core – Debug – Dialogue – IAP – Mobile – Progression – Sound – UI 26 / 79
  • 27. Feature Folders • Project Root  FreudBot o Scripts – Ads » Components » Events » Systems 27 / 79
  • 28. Feature Folders This way, features and plugins can easily be updated or removed without having to scan the full project tree. 28 / 79
  • 29. Rule 4 Listen to your players!
  • 32. Analytics 32 / 79 This is okay. (Endboss)
  • 33. Analytics 33 / 79 This is not. (Intermediate level)
  • 34. Rule 5 Fix bugs immediately!
  • 35. 35 / 79 Why you should always start debugging immediately
  • 36. Why you should always start debugging immediately • Code entropy says your code will get worse, all the time, unless you actively invest in preventing that • Broken windows theory says the worse your code is, the worse it will become • Tracking down bugs is harder in a larger code base • Tracking down bugs is harder in a buggy code base 36 / 12
  • 39. Code Quality Tools 39 / 12 /// <summary> /// Attaches the passed component to the entity with the specified id. /// Note that this manager does not check whether the specified id is valid. /// </summary> /// <exception cref="ArgumentNullException"> /// Passed component is null. /// </exception> /// <exception cref="InvalidOperationException"> /// There is already a component of the same type attached. /// </exception> public void AddComponent(int entityId, IEntityComponent component) { if (component == null) { throw new ArgumentNullException("component"); } if (this.components.ContainsKey(entityId)) { throw new InvalidOperationException( "There is already a component of type " + component.GetType() + " attached to entity with id " + entityId + "."); } this.components.Add(entityId, component); this.OnComponentAdded(entityId, component); }
  • 48. Pair Programming 48 / 12 Source: University of Utah, UIT
  • 49. And if nothings helps … 49 / 12
  • 50. And if nothings helps … 50 / 12 Try again tomorrow!
  • 51. Some are really nasty … • Remote systems • Race conditions • Mobile development, embedded systems, drivers • “Release Mode only” bugs 51 / 12
  • 52. Quoting My Tutor “If the bug is not where you expect it to be, you better start looking for it where you’re not expecting it to be.” - Hagen Peters 52 / 12
  • 53. You need a repro. Period. How can you be sure you’ve fixed it? 53 / 12
  • 55. Gameplay First 55 / 60 Erich Schaefer. Postmortem: Blizzard's Diablo II. http://www.gamasutra.com/view/feature/131533/postmortem_blizzards _diablo_ii.php “First, we make the game playable as soon as possible in the development process. Our initial priority was to get a guy moving around on the screen and hacking monsters. This is what players would be doing most of the time, and it had to be fun.”
  • 56. Rule 7 Learn from others!
  • 57. Because you wouldn't use a screwdriver on a nail... 57 / 60 StarCraft II Galaxy Editor
  • 58. 58 / 60 StarCraft II Galaxy Editor Because you wouldn't use a screwdriver on a nail...
  • 59. 59 / 60 StarCraft II Galaxy Editor Because you wouldn't use a screwdriver on a nail...
  • 60. 60 / 60 StarCraft II MakeCombat Because you wouldn't use a screwdriver on a nail...
  • 61. 61 / 60 Erich Schaefer. Postmortem: Blizzard's Diablo II. http://www.gamasutra.com/view/feature/131533/postmortem_blizzards _diablo_ii.php “In many cases we created tools to speed up content creation, but then abandoned them. Too often, we decided to keep using inferior tools because we thought we were almost done with the game, and didn't want to take the time to improve them. Unfortunately, in most of these cases, we were not really almost done with the game.“ Because you wouldn't use a screwdriver on a nail...
  • 62. Genre Standards 62 / 60 StarCraft II Screenshot
  • 63. Genre Standards 63 / 60 StarCraft II Screenshot
  • 64. Genre Standards 64 / 60 StarCraft II Screenshot
  • 65. Genre Standards 65 / 60 StarCraft II Screenshot
  • 66. Genre Standards 66 / 60 StarCraft II Screenshot
  • 67. Genre Standards 67 / 60 StarCraft II Screenshot
  • 68. Genre Standards 68 / 60 StarCraft II Screenshot
  • 69. Genre Standards 69 / 60 StarCraft II Screenshot
  • 70. Genre Standards 70 / 60 Unreal Tournament 3 Splash Screen
  • 71. Genre Standards 71 / 60 Unreal Tournament 3 Login Screen
  • 72. Genre Standards 72 / 60 Hostile Worlds Screen Transitions
  • 73. Genre Standards 73 / 60 Steam Server Browser
  • 74. Genre Standards 74 / 60 WarCraft III Lobby
  • 75. Genre Standards 75 / 60 WarCraft III Loading Screen
  • 76. Genre Standards 76 / 60 WarCraft III Score Screen
  • 77. Genre Standards 77 / 60 StarCraft II Options Screen
  • 78. Open Game Sources 78 / 60 Doom 3 GPL Release on GitHub
  • 79. Open Game Sources 79 / 60 Blizzard on GitHub
  • 80. Open Game Sources 80 / 60 Blizzard QT on GitHub
  • 81. Open Game Sources 81 / 60 Blizzard Premake on GitHub
  • 82. Project Structure 82 / 60 Windows 10 - System32 Folder
  • 83. Project Structure 83 / 60 > 3000 Libraries
  • 85. Project Structure 85 / 60 Hearthstone Asset Bundles
  • 86. Project Structure 86 / 60 Hearthstone Data Files
  • 87. Project Structure 87 / 60 StarCraft II “Mods”
  • 88. Project Structure 88 / 60 StarCraft Game Folder Size
  • 89. Project Structure 89 / 60 StarCraft MPQ Files
  • 90. Data Structure 90 / 60 https://en.wikipedia.org/wiki/MPQ MPQ (Mo'PaQ, short for Mike O'Brien Pack, named after its creator[citation needed]), is an archiving file format used in several of Blizzard Entertainment's games. MPQs used in Blizzard's games generally contain a game's data files, including graphics, sounds, and level data. The format's capabilities include compression, encryption, file segmentation, extensible file metadata, cryptographic signature and the ability to store multiple versions of the same file for internationalization and platform-specific differences. MPQ archives can use a variety of compression algorithms which may also be combined.
  • 91. Data Structure 91 / 60 Hearthstone Localization Files (GAMEPLAY.txt) TAG TEXT COMMENT GAMEPLAY_COIN_TOSS_LOSTYou get an extra card GAMEPLAY_COIN_TOSS_WON You go first GAMEPLAY_FATIGUE_TITLE Fatigue GAMEPLAY_FATIGUE_TEXT Out of cards! Take {0} damage. GAMEPLAY_FATIGUE_HISTORY_TEXT Trying to draw from an empty deck deals increasing damage to your hero. GAMEPLAY_END_TURN END TURN GAMEPLAY_ENEMY_TURN ENEMY TURN GAMEPLAY_YOUR_TURN Your Turn GAMEPLAY_ERROR_PLAY_REJECTED Too late! Your turn is over. GAMEPLAY_MOBILE_BATTLECRY_CANCELED Battlecry canceled. GAMEPLAY_MANA_COUNTER {0}/{1} 0=unused mana 1=current total mana
  • 92. Data Structure 92 / 60 Hearthstone Data Files (BOARD.xml) <?xml version="1.0" encoding="UTF-8"?> <Dbf> <Column name="ID" type="Int" /> <Column name="NOTE_DESC" type="String" /> <Column name="PREFAB" type="AssetPath" /> <Record> <Field column="ID">1</Field> <Field column="PREFAB">Assets/Game/Boards/STW/STW</Field> <Field column="NOTE_DESC">Stormwind</Field> </Record> <Record> <Field column="ID">2</Field> <Field column="PREFAB">Assets/Game/Boards/ORG/ORG</Field> <Field column="NOTE_DESC">Orgrimmar</Field> </Record>
  • 93. Log Files 93 / 60 Hearthstone Log File Platform assembly: D:GamesHearthstoneHearthstone_DataManagedICSharpCode.SharpZipLib.dll (this message is harmless) Loading D:GamesHearthstoneHearthstone_DataManagedICSharpCode.SharpZipLib.dll into Unity Child Domain Platform assembly: D:GamesHearthstoneHearthstone_DataManagedPlayMaker.dll (this message is harmless) Loading D:GamesHearthstoneHearthstone_DataManagedPlayMaker.dll into Unity Child Domain
  • 94. Log Files 94 / 60 League of Legends Log File Function: Spell::Effect::SpellFXRenderer::Update Expression: false 001567.413| 0.0000kb| 0.0000kb added| ERROR| Assertion failed! File: E:/jenkins/workspace/game-code-Releases-4-18-public- win32/code/Game/LoL/Spell/Effect/Client/SpellFXRenderer.cpp Line: 854
  • 96. Development Blogs 96 / 60 Post-Mortem of WarCraft
  • 97. Developer Conferences 97 / 60 Post-Mortem of Ochestrator
  • 98. Rule 8 Commit to quality!
  • 99. Commit To Quality 99 / 60 Erich Schaefer. Postmortem: Blizzard's Diablo II. http://www.gamasutra.com/view/feature/131533/postmortem_blizzards _diablo_ii.php “The task of testing a game of Diablo II's scope, with its huge degree of randomness and its nearly infinite character skill and equipment paths, required a Herculean effort. […] Would a party of five Paladins, each using a different defensive aura, be untouchable? After more than 100 hours of play, is a fire-based Sorceress unable to continue in Hell Mode?”
  • 100. Thank you for listening! https://github.com/npruehs @npruehs nick.pruehs@daedalic.com