production multiplayer environments are complicated and lots of bugs you'll only see once live unless you have a large globally distributed QA team and a pipeline that can reliably deploy updated development builds... COVID means now you need to extend this to your dev team too.
most game studios ran on assumptions about the location of their devs. Game content, binaries, and builds are BIG - and now instead of have a suite of systems in house that help mitigate moving all that data around... you now have the "work" being done on external networks.
depending on your game, project structure, engine, team distribution, etc - this could COMPLETELY change your workflow, or the workflow for an entire team, or even the entire studio.
Artists rely on an onsite cache of assets cooked for a specific platform? Well now every artists is accessing that cache/server from a remote network and copying the file, they can spend 7 hours locally cooking a change to a map for Xbox, or you can develop new tools.
my point is the always the same. Game dev is fucking hard yo.
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