Collaboration while managing stability on a live service game: Destiny 2/ライブサービスゲームで安定性を維持しながらコラボレーションを実現する ~Destiny 2~

対象プラットフォーム:コンシューマ, PC
08月24日(水) 10:00 〜 11:00

Familiarity with concepts related to source control, continuous integration, and game data pipelines.



The audience will leave with an understanding of the challenges that can occur when building a live service game with large innovative demands, and about how Bungie structured themselves to deliver on these demands, including their branching strategy, roles, and software.



Balancing parallel development for expansions, seasonal updates, patches, and bone-breaking innovations in a live service game is an intimidating challenge. Teams need to collaborate on significant releases in parallel without leaking information from other releases and without destabilizing each other. Additionally, there are times when a significant effort needs to be worked on, such as Cross-Play or introducing Playstation 5 and Xbox Series X support, that needs to be done without sacrificing or slipping content release dates. At Bungie, we’ve evolved our branching strategy to one that handles these goals, but it also requires individual contributors in the studio to take on leadership responsibilities and train teams to understand new ways of working with our game data and infrastructure. This talk will cover the challenges that we had to overcome to achieve this transition, and the process, roles, and software that we developed and settled on that have set us up for success.

Although game production & Academia strike for innovation, they don t share the same language, have often conflicting goals, which makes it difficult to foster mutual trust.

Yet, the next big things for videogames lies somewhere in the knowledge created in academic campus, in the results of a lab and in the minds of PhDs from various disciplines.

How can Academia & Production meet and nurture more fruitful collaborations?

Based on lessons we’ve learned from past academic collaborations, La Forge was founded in 2016 at Ubisoft Montreal to meet this challenge.

First, we propose to share a bit of La Forge inception and the first results we got very early.

This will lead us to share practical learnings regarding those early results and expose how we operate internally.

How we work without compromising academic interest and productions priorities

Then we will cover for various areas of research latest results illustrating:

Where are the real pitfalls?

How are we combining academia & production?

How we are handling disruptive technology like Machine Learning in our ecosystem?

And because it comes from the trenches, we’ll share also some failures and things that did not get smooth as well.

拡張版の開発、大型アップデート、パッチ、そして骨の折れるイノベーションなどの、ライブサービスゲームに関する作業を並行してバランスをとりながら行うことは、至難の業です。各チームは、余計なリリース情報を漏らすことなく、互いに安定性を保ちつつ、重要なリリースを並行して行う必要があります。さらに、クロスプレイやPlayStation 5、Xbox Series Xへの対応時など、コンテンツの発売日を犠牲にしたり、ずらしたりすることなく膨大な作業を行う必要がある時もあります。Bungieでは、こうした課題に対処できるようブランチ戦略を進化させてきましたが、スタジオ内の個々がリーダーシップを発揮し、ゲームデータやインフラに関する新しい作業方法を理解するためにチームを訓練しながら貢献していくことも必要です。この講演では、こうした移行を実現するために乗り越えなければならなかった課題や、成功に向けて開発・定着させたプロセス、役割、ソフトウェアについて紹介します。




学問の世界とのコラボレーションから得た過去の教訓をもとに、この課題に対処するべく、2016年にUbisoft MontrealでLa Forgeが設立されました。

はじめに、La Forgeが誕生して間もない頃の話と、最初の成果をご紹介したいと思います。










Gameplay Engineering

Engineering Architect

講演者詳細を開く >


I have been working as a software engineer in games for over 15 years, and prior to that time, I was a Special Education teacher for 7 years. During those 15 years in games, I have had the opportunity to work across various programming disciplines including UI, Tools/Engine/Infrastructure/Automation, Management, and Gameplay. I am currently the technical lead for the Destiny Narrative Systems and Workflows team, which builds and maintains the game systems and editors for the Destiny narrative content creation teams. This includes the teams that produce audio, dialogue, cinematics, vignettes, non-playable character interactions, and localization.

I am passionate about game technology, storytelling, audio, and teaching. Outside of working on games, I enjoy playing open world and story-driven games, watching films of all genres, and exploring nature and rock-climbing with my partner and two children.

私は15年以上ゲームのソフトウェアエンジニアとして働いていますが、それ以前は7年間、特別支援教育の教師をしていました。ゲーム業界で過ごしたこの15年間、UI、ツール/エンジン/インフラ/オートメーション、マネジメント、ゲームプレイなど、様々なプログラミング分野に携わる機会に恵まれてきました。現在は、DestinyシリーズのNarrative Systems and Workflowsチームのテックリードを務めており、Destinyシリーズのストーリーコンテンツ制作チームのためにゲームシステムやエディタを構築・整備しています。その中には、オーディオ、ダイアログ、シネマティック、ビネット、ノンプレイヤーキャラクターとのインタラクションを制作するチームやローカライゼーションなどを担当するチームも含まれています。



Thank you for your interest in this talk. This material is a culmination of lessons that we’ve learned over several years of building and releasing a live service game. The talk will cover the processes, roles, and tools that we either use or have built internally to help us create and release game updates at a consistent release cadence. It will help to understand source control and build systems prior to entering the talk, but I will be providing simplified overviews to those topics so that expertise in those systems is not required. I am looking forward to speaking with all of you!



John Cable, Bungie
David Cleeton, Bungie
Michael Durkin, Bungie
Wylie Flournoy-Earnshaw, Bungie
Andrew Friedland, Bungie
James Haywood, Bungie
Brandon Moro, Bungie
John Walchli, Bungie
Eric Will, Bungie
Irina Zaugolnikova, Bungi