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Alienbrain introduction

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Rick Stirling polycounter lvl 18
Utterly shameless self promotion from me - an introduction to Alienbrain aimed at day-1 games artists.


http://www.rsart.co.uk/2007/08/16/gafb-03-introduction-to-alienbrain/

The first time I used Alienbrain my instructions were "This is how we keep our files, theres a help page if you need it."

Since then I've shown more than a few new artists how to use it, so I reckoned it was worth bunging this online for other new artists.

It even has a PICTURE (but I reckon I should go back and add an icon per bullet point)!

Replies

  • monkeyboy_garth
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    monkeyboy_garth polycounter lvl 9
    Thanks for sharing Rick!
  • Jimmy
    I've been using Alienbrain since January, and I think I remember being a bit sceptical about it when I first heard we where getting it. But today it's one of those things I really don't want to be without. It's easy to use and it's a good felling to check in a file and to know it's "safe". smile.gif
  • spacemonkey
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    spacemonkey polycounter lvl 18
    I've been using perforce, anyone have experience using both and can comment on any differences between them?

    Nice mini walk through Rick.
  • Daz
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    Daz polycounter lvl 18
    I've used both extensively Tim, and in my opinion Perforce is less intuitive to use, but more solid. Alienbrain has the flashy UI and is more 'artist friendly' (engineers might say 'idiot proof'), but get 100+ users on it checking in and out all day and doing a get every morning, and it's unusable. Checking in even the smallest file took an age. We had Alienbrain engineers on site for days trying to help the problem on a game at EA, but they couldn't improve its performance significantly enough to make it workable for a huge team and we had to ditch it for Perforce in the end.

    That experience at EA was possibly the first time Alienbrain had to deal with 100+ users I don't know, so
    they may well have improved that problem with later versions.
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