Automating game setup for scalable releases cover
← Case study · Tactile Games1 min read

Automating game setup for scalable releases

Role
Product Designer
Duration
3 months
Team
Product Manager, Tech Lead, 2 BE Engineers, 1 FE Engineer
Skills
Product Design, Product Strategy, Prototyping
~10 minto create a game, down from 1–2 weeks
+3games / quarter
Problem
Every new game had to be registered across LiveOps, analytics, builds, permissions and infrastructure, and only a small Core Team could do it.
What I did
I turned a Core-Team-only process into a self-serve setup tool, so teams could launch games without waiting on engineering.
Outcome
Game setup down from 1–2 weeks to about 10 minutes, and 3 more games shipped every quarter.

The problem

Every new game had to be registered across LiveOps, analytics, builds, permissions and infrastructure, and only a small Core Team could do it.

As more teams shipped games in parallel, that became the bottleneck.

Every game waits for the Core Team
Game A
Core Team
Game B
Core Team
Game C
Core Team
Game D
Core Team
Game E
Core Team
StartTime →
Illustration — Teams used to queue for the Core Team. Now they set up games in parallel.

Solution

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