Getting fixes into the game is a production line process. It passes through multiple hands to get into the live game - reproducing the issue and documenting the repro steps, the development to fix the bug, peer review of the code to verify the fix, QA testing to verify it functions as intended, catch edge cases, and re-coding to account for found issues, localisation to translate any text into German, French and Brazilian-Portuguese, scheduling, upload management, re-testing of the release build by the Release Candidate QA testing team, editorial of the patch notes.
We make game jams available to all staff involved in that process to flex different creative skills, and therefore the release process shuts down for the week of game jam so the release team can also contribute to game jam projects.
If I chose to not participate in last week's game jam and instead use that time to fix live bugs, they still wouldn't have released this week, because the production line was...
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