{"id":23603,"date":"2018-06-05T21:06:00","date_gmt":"2018-06-05T21:06:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/319354"},"modified":"2018-06-05T21:06:00","modified_gmt":"2018-06-05T21:06:00","slug":"video-how-media-molecule-squashed-its-open-bug-counts","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/06\/05\/video-how-media-molecule-squashed-its-open-bug-counts\/","title":{"rendered":"Video: How Media Molecule squashed its open bug counts"},"content":{"rendered":"<p>Bugs! Every developer deals with them, some more efficently than others.<\/p>\n<p>As part of GDC 2018&#8217;s Tools Tutorial Day, Media Molecule&#8217;s Amy Phillips showcased how the\u00a0<em>Dreams\u00a0<\/em>dev has built and iterated on\u00a0a range of tools and tech that\u00a0optimize its\u00a0bug flow.<\/p>\n<p>According to Phillips, This has enabled Media Molecule\u00a0maintain a stable build with few bugs throughout development, allowing everyone to work (mostly!) unimpeded.\u00a0This system is integrated with Jira, avoiding duplicating bugs, and ensuring accurate and complete information is attached to a bug.\u00a0<\/p>\n<p>Her hour-long talk offered a fascinating deep dive into the intricacies of squashing bugs during production, so carve out some time in your schedule to take advantage of the fact you can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=ro0pNuoGONU\">watch her\u00a0talk completely free on\u00a0the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Bugs! Every developer deals with them, some more efficently than others. As part of GDC 2018&#8217;s Tools Tutorial Day, Media Molecule&#8217;s Amy Phillips showcased how the\u00a0Dreams\u00a0dev has built and iterated on\u00a0a range of tools and tech that\u00a0optimize its\u00a0bug flow. According to Phillips, This has enabled Media Molecule\u00a0maintain a stable build with few bugs throughout development, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":23604,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-23603","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/23603","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=23603"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/23603\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/23604"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=23603"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=23603"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=23603"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}