ibm synapse_Synapse Games通过Unity Cloud Build释放资源

ibm synapse_Synapse Games通过Unity Cloud Build释放资源

ibm synapse

Synapse Games是一家小型的独立工作室,取得了巨大的成功。 他们的游戏Tyrant Unleashed和Global Assault一直是Android商店中收入最高的游戏之一,并且还有两款新游戏正在筹划中。 正如Studio创始人Alex Reeve所说,通过使用Unity Cloud Build自动生成和共享构​​建,团队能够简化构建过程,释放资源并“专注于有趣的部分”。 (Synapse Games is a small indie studio that’s hugely successful. Their games, Tyrant Unleashed and Global Assault, are consistently amongst the highest grossing in Android stores and with two additional games on the way, they’ve got a lot to do. By using Unity Cloud Build to generate and share builds automatically, the team was able to simplify their build process, free up resources, and “focus on the fun part,” as Studio Founder Alex Reeve puts it.)

“Unity Cloud Build has sped up our build process from about 45 minutes of engineering time or more per build to essentially zero minutes.” Alex Reeve, Founder, Synapse Games

“ Unity Cloud Build加快了我们的构建过程,从大约45分钟的工程时间或更长的构建时间缩短到了基本上为零分钟。” Synapse Games创始人Alex Reeve

“Our old build process hurt us,” Reeve says. “It took up extremely valuable engineering time: Before Cloud Build, we were a very small team with only two Unity engineers, and every time we needed to initiate testing, the build process would halt [game] development time.” Distributing builds for internal testing also slowed things down considerably, as revision and change tracking was completely ad-hoc, and almost never tracked effectively. “Builds were made infrequently, which made it harder for QA to identify when a specific bug or crash started appearing,” he continues. Cloud Build streamlined the process for Synapse Games, making it faster, continuous, and best of all, automated. “It constantly streams builds based on SVN updates, with no additional engineering resources,” Reeve says. “Distribution of builds has also become very fluid—‘Share’ links make it easy to distribute builds to a large number of developers internally. Project and QA leads all have direct access to the project.”

里夫说:“我们旧的构建过程伤害了我们。” “这花费了非常宝贵的工程时间:在进行Cloud Build之前,我们是一个很小的团队,只有两名Unity工程师,并且每次我们需要启动测试时,构建过程都会中断[游戏]开发时间。” 分发用于内部测试的内部版本也大大降低了速度,因为修订和更改跟踪是完全临时的,几乎从未有效跟踪。 他继续说道:“构建的频率很低,这使得质量检查人员更难识别何时开始出现特定的错误或崩溃。” Cloud Build简化了Synapse Games的流程,使其变得更快,连续,最重要的是自动化。 Reeve说:“它不断地基于SVN更新流构建内容,而没有其他工程资源。” “构建的分发也变得非常流畅-'Share'链接使在内部向大量开发人员分发构建变得容易。 项目和质量检查负责人都可以直接访问该项目。”

All Cloud Build users have access to build management tools, which are easy and useful to the entire game development team. For QA, Cloud Build provides easy ways to view details about particular builds and compare them to one another. “QA now has a much more granular access to builds, making it much easier to see when certain bugs or crashes first started showing up,” he says. “Combined with the changelog, this helps QA communicate with project leads and engineers about specific potential causes of the problems.”

所有Cloud Build用户都可以使用构建管理工具,这对于整个游戏开发团队来说都是简单而有用的。 对于质量检查,Cloud Build提供了简单的方法来查看有关特定构建的详细信息并将它们相互比较。 他说:“ QA现在可以更精细地访问构建,从而更容易查看何时开始出现某些错误或崩溃。” “与变更日志结合使用,这有助于质量检查人员与项目负责人和工程师就问题的具体潜在原因进行沟通。”

Since developing with Unity Cloud Build, Synapse Games has been able to expand from Android-only to iOS. “I spend a lot of time developing on Windows and play testing on my iOS device; this was almost impossible before, but with Cloud Build it’s a trivial step,” Reeve says. One of his team’s favorite features is that Cloud Build is inherently multiplatform, and can build to iOS, Android, and Web all in parallel: “Unity Cloud Build has sped up our build process from about 45 minutes of engineering time or more per build to essentially zero minutes.”

自从使用Unity Cloud Build开发以来,Synapse Games已经能够从仅Android扩展到iOS。 “我花了大量时间在Windows上进行开发,并在iOS设备上进行测试; 以前这几乎是不可能的,但是使用Cloud Build却是微不足道的一步。” 他的团队最喜欢的功能之一是Cloud Build本质上是多平台的,并且可以并行地同时构建到iOS,Android和Web:“ Unity Cloud Build缩短了我们的构建过程,从大约45分钟的工程时间或更长时间到基本上是零分钟。”

“Cloud Build sped up the build time in terms of labor,” Reeve says. “Builds are continuously available so we never have to pause for a big build step, and we also never have to spend the engineering resources on it.”

Reeve说:“ Cloud Build节省了人工方面的时间。” “构建持续可用,因此我们不必为大型构建步骤而停顿,也不必在其上花费工程资源。”

Synapse Studio now builds all its games through Unity Cloud Build. Reeve described the evolution from their old processes to Unity Cloud Build as “incredibly easy.” “We thought we were going to need a complicated post-build script, but… we never needed it. It only took us a couple of hours to get everything set up and get our first build up and running, and we’ve never looked back since. We had very high expectations… looking back at how it revolutionized our development process, I’d say it far exceeded even those high expectations.”

Synapse Studio现在通过Unity Cloud Build构建其所有游戏。 Reeve将其从旧流程到Unity Cloud Build的演变描述为“极其简单”。 “我们认为我们将需要一个复杂的构建后脚本,但是……我们从不需要它。 我们只花了几个小时就完成了所有设置,并开始了第一个构建和运行,此后我们再也没有回头。 我们抱有很高的期望……回望它如何彻底改变了我们的开发流程,我想说它甚至远远超出了那些很高的期望。”

翻译自: https://blogs.unity3d.com/2015/09/02/synapse_ucp/

ibm synapse