CI/CD Infrastructure for Efficient Mobile Game Development
summary
CI/CD automates asset validation, AI level tests, nightly non-Unity full rebuilds and patch builds for mobile Unreal projects using Bamboo/TeamCity/Jenkins, WSL scripts, Docker where feasible, Gauntlet-triggered tests and containerized servers. The studio runs seven build agents, processes one million battles for stats and produces 4,000+ game builds, distributes via Firebase Crashlytics, App Center and TestFlight/Google Play, enforces cooking-as-error, auto-merges only after checks, and uses device benches to auto-install and run tests.
AI-written summary · about
chapters (14)
- 0:00Intro
- 0:48What is CI?
- 1:21Why we need CI?
- 3:12Why not Travis?
- 3:41But.. Docker?
- 6:24Gauntlet..?
- 8:08Few Cl usage examples
- 11:42Integrate with code flow
- 13:01Armored Warfare: Assault
- 13:25I want your build
- 13:45Two giants
- 15:27Main differences
- 17:56Few more things
- 18:48Development stands
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