I don't have a lot of experience here, or exposure but the bit of exposure I do have with the toolset I'm referring to, I'm wondering if it's like this at other studios.
I used to work with a place that had a piece of software they built themselves, you would open it and it would have all of your tasks in it, you would do all your opening Maya scene from it, it would get tasks from Shotgun and you would publish your tasks to the next dept from that tool too, it would update the task state on Shotgun so management would know how things were progressing, etc.
This tool was helpful because it enforced naming conventions, maintained project folder structure, updated the relevant people as to what was hanging or complete, and notified the people next in line for a task, that if their task was visible in the tool but blocked, it would then be accessible for say the rigger, if the model was just published. This sort of thing only gets more useful the larger the studio gets, because people either laziness or accidents, it removes those largely.
K, so on to my question. Does anyone know of something like this that is flexible enough for game dev? Something that could be taken from project to project, even if they're quite different?
I'm also asking because I would like to learn more about this area in Game Dev, so any insights here is very welcomed. What's your experience like at different studios, things you like / dislike, awesome apps you know about, good things at a studio, bad things at a studio, etc. More the merrier!
Cheers!
Replies
https://gamasutra.com/blogs/MeredithHall/20180629/321013/Choosing_A_Project_Management_Tool_For_Game_Development.php
It does have Maya and Unreal integration.
If you're worried about all the different file types, streamline your authoring pipeline and stop letting people use whatever method they fancy to do things.
As far the Uber system goes...
I'm not going to say it'd be impossible to create a general, full pipeline management tool you could use in any studio but I will say it's pretty unlikely that if you did it'd work out of the box for anyone.
Do you see either approach being better/worse? Have you heard of any other approaches?
Put your source files and game resources in the same source control repository and make it compulsory to commit a revision of the source data when a game resource is committed (add checkin scripts to enforce this)
If you don't have a link between revisions you will find yourself in trouble and it will be expensive to dig your way out of it.
Eg. a bug needs fixing in an asset on a release branch and changes have been made to that asset since you branched for release.
If you don't know which revision of the source file produced the release asset you are (technical term) fucked and need to piss away a load of time on working it out and then properly retesting the asset.
its a common enough scenario on traditional release schedules and if you're working on a live service type project its standard operating procedure .
the cost in hardware and support for the storage is very unlikely to outweigh the cost in man hours to deal with the fallout.
By add source files to the repo, you mean same repo as the game project, but a separate branch just for source items? If this is the case, I am interested in this, because of the ability to check things out, so people don't work over each other, and the ability to work off-line per-se, and commit things when you're ready, so you don't have any latency when saving.
Thanks for sharing info, happy to get some hard criticism back as I'm looking for best/better ways to do things and I've only seen a few studio's approaches for this sort of stuff.
Cheers
You want it all to be in the same repo/depot so you can reliably associate a source commit with a resource commit, branch things together and so on
once you have version control for the source data it's just a case of making sure you have buttons to click for checking things out etc. in the apps you use every day and training the team to use it properly- it's surprisingly not obvious to everyone