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Cloud machines are highly available, but lag behind the performance and costs of bare metal. How do teams handle the trade-off between the two?

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If they had their way, our security department would install windows update daily, scan every files going in and out of our PCs and block any http request that goes to a website that isn’t approved beforehand. I’m half joking, but it’s still an issue where every once in a while our pipeline breaks because PCs were restarted or some policy change on the network ended up breaking something unexpected.

Sometimes we can find creative workarounds - for example our security team was asking for automatic lock of PCs after 15 mins but we wanted always-on monitoring dashboards, so we created a monitoring screensaver which satisfied both sides.

Generally speaking, always-on services and service accounts are useful for CI/CD setup but not always easy to patch and control.

How do you work with your security team, what kind of compromises or creative solutions have you found that worked both ways?

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Many of our CI/CD originate from the open source community, and sometimes it doesn’t do exactly what we need. How does your company approaches open source contributions related to CI/CD? Do you have formal processes in place to request approval or changes pushed to the community? Have you had to adopt a policy in the matter and how did you approach it?

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Starting build from scratch.. what ? how ? 

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Starting build from scratch.. what ? how ? 

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Jenkins ? TeamCity ? Github Actions ? Ant ?

Do I separate build authoring from running the build ?

Do I go full container ?.... will my engine allow me to ?

Do I throw money at the problem or do I need to hyper-optimize every CPU cycle ?

Who's gonna maintain the build pipeline ?

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How do we get our teams to actually write unit tests?

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How do we get our teams to actually write unit tests?

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A few years ago we didn't have a chance of building or running Unreal games in containers, especially in Windows. But it's now in sight!
What else is coming but isn't there yet?

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GitHub Actions is a CI/CD platform where you can offload the node scaling & maintenance work to GitHub while enjoying the seamless repo access integration.

I want to discuss:

1. What do you like and not like?
2. Do you bring your game projects to a monolith pipeline repo
OR modularize build and deployment functions and bring them to the game project repo?
3. How does your pipeline break?

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Understanding GitHub Actions - GitHub Docs

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Learn the basics of GitHub Actions, including core concepts and essential terminology.

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Having to move assets from one part of our pipeline can be challenging. Sometimes zipping a result can be challenging.

It wasn’t as much an issue before when we would dedicate a machine to build and then test, but now what we work on pods and nodes, there is never a guarantee that the job testing would be on the same node as the job building or packaging. Forcing multiple jobs on a single node feels like working against the grain of what a scalable build infrastructure should be, and using a central NFS only works until you reach the capacity of that single central resource.

We have designed a few things to avoid moving things around, but I’d be interested in hearing how others are tackling this.

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How to build with Kubernetes for game development? 

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How to build with Kubernetes for game development? 

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How do I get started as a studio with a build system?

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How do I get started as a studio with a build system?

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How to keep build pipelines CI/CD platform independent?

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How to keep build pipelines CI/CD platform independent?