Thu 14 Nov
08:30 - 08:45 Awards | Student Research Competition Awards Ceremony | |||||||||||||||||||||||||||||||||||||||||
08:45 - 09:00 | ASE 2020 Announcement | |||||||||||||||||||||||||||||||||||||||||
09:00 - 10:00 Talk | Automated Debug & Profiling of AAA Games Mathieu NayrollesUbisoft Montreal |
ase-2019-paper-presentations | ||||||||||||||||||||||||||||||||||||||||||
ase-2019-Student-Research-Competition | 08:30 - 08:45 Awards | Student Research Competition Awards Ceremony | ||||||||||||||||||||||||||||||||||||||||
ase-2019-papers | 08:45 - 09:00 | ASE 2020 Announcement | ||||||||||||||||||||||||||||||||||||||||
ase-2019-papers | 09:00 - 10:00 Talk | Automated Debug & Profiling of AAA Games Mathieu NayrollesUbisoft Montreal |
Producing AAA games takes a lot of effort and organization. The production pipeline used at Ubisoft for its major brands like Rainbow Six, Assassin Creed or Far Cry is in constant evolution to produce bug-free games for our millions of players and support the game as a service (GaaS) paradigm that is currently transforming the video-game industry. This talk will present how we have automated our debug and profiling activities using known techniques from the software as a service world, landmarks of the SE scientific literature and our own research. This talk will also present the problems we are currently tackling, in partnership with our research lab (Ubisoft La Forge), Mozilla and several Canadian universities (Concordia, Polytechnique Montreal, ETS, McGill), to further automate our production pipeline.