To streamline the from-build-to-test process, we leverage anyDrive and Remote graphic workstations to automate the process.
First, we integrate the CICD system with anyDrive, which will automatically upload the build file to the build-end storage.
Then, anyDrive will transfer the build file in the background to anywhere in the world, no matter how far and big it is. One crucial factor to consider is the delivery time; the time has to be predictable.
Last, when the build file arrives at the destination, it can be fetched by users, such as testers or reviewers. And we can go even further and deploy the build file (the game) automatically into a remote workstation in the cloud. The reviewers do not need to get their hands dirty to install the game, and they can review the game immediately by remote access to the workstation.
This is a studio from North Europe. This studio has 5 sites across the EU and one site in America. The core build system is in Oslo, and the testers are in Bucharest, Romania, and Durham, NC. In the past, the studio tried to find various tools, such as Google Drive and FTP, to deliver the build file, 60 GB in size, to the testers in Bucharest, Romania, and Durham, NC. However, the transfer involves a lot of human interventions, and the arrival time is unpredictable. By integrating anyDrive into the CICD pipeline, the studio now had a table, predictable behavior for game testing.
By leveraging Cloud-Enabled Studios high-speed global backbone network across Europe and America with both AWS &Tencent Cloud, it provided a stable, predictable, and fast build transfer.
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