Automated Debug & Profiling of AAA Games
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.
Mathieu has 10 years of experience in software quality and productivity. He obtained his Ph.D from the Intelligent System Logging and Monitoring lab (Concordia, Montréal, Canada) in 2018 and he’s now a Technical Architect dedicated to Research & Development on software quality, productivity, debug and profiling. He presented at various international scientific conferences such as SANER (Software Analysis, Evolution, and Reengineering), MSR (Mining Software repositories), WCRE (Working Conference on Reverse Engineering) or CPPCON. He also wrote several books on open-source technologies such as Angular, Solr or Magento.
Thu 14 NovDisplayed time zone: Tijuana, Baja California change
08:30 - 10:00
Plenary SessionResearch Papers / Student Research Competition at Cortez Ballroom
|Student Research Competition Awards Ceremony|
Student Research Competition
|ASE 2020 Announcement|
|Automated Debug & Profiling of AAA Games|
Mathieu Nayrolles Ubisoft Montreal