{"id":1650,"date":"2025-05-13T16:17:20","date_gmt":"2025-05-13T16:17:20","guid":{"rendered":"https:\/\/sites.wsagames.com\/et4g23\/?p=1650"},"modified":"2025-05-13T16:20:51","modified_gmt":"2025-05-13T16:20:51","slug":"researching-pipelines","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/et4g23\/2025\/05\/13\/researching-pipelines\/","title":{"rendered":"Researching Pipelines"},"content":{"rendered":"\n<p class=\"has-text-align-center has-background\" style=\"background-color:#dfdfdf\">As per <a href=\"https:\/\/sites.wsagames.com\/et4g23\/2025\/05\/13\/formative-feedback\/\">my tutor feedback<\/a>, I was asked to look into both &#8216;Waterfall&#8217; and &#8216;Agile&#8217; pipelines in terms of game development.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;69fe7d1d97466&quot;}\" data-wp-interactive=\"core\/image\" class=\"aligncenter size-full wp-lightbox-container\"><img decoding=\"async\" width=\"632\" height=\"45\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on-async--click=\"actions.showLightbox\" data-wp-on-async--load=\"callbacks.setButtonStyles\" data-wp-on-async-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-186.png\" alt=\"\" class=\"wp-image-1652\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-186.png 632w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-186-300x21.png 300w\" sizes=\"(max-width: 632px) 100vw, 632px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\taria-label=\"Enlarge\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on-async--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.imageButtonRight\"\n\t\t\tdata-wp-style--top=\"state.imageButtonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure><\/div>\n\n\n<p>After researching the two, I decided to create a table to compare them and decide which one was a better process for the development of Lament:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th class=\"has-text-align-center\" data-align=\"center\">Feature<\/th><th class=\"has-text-align-center\" data-align=\"center\">Waterfall Pipeline<\/th><th class=\"has-text-align-center\" data-align=\"center\">Agile Pipeline<\/th><\/tr><\/thead><tbody><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Development Style<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Linear, sequential<\/td><td class=\"has-text-align-center\" data-align=\"center\">Iterative, cyclical<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Planning<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Heavy planning upfront<\/td><td class=\"has-text-align-center\" data-align=\"center\">Lightweight planning, ongoing adaptation<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Flexibility<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Low \u2013 hard to change direction<\/td><td class=\"has-text-align-center\" data-align=\"center\">High \u2013 can pivot based on feedback<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Prototyping<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Minimal early prototyping<\/td><td class=\"has-text-align-center\" data-align=\"center\">Prototypes early and often<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Feedback<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Late in the process<\/td><td class=\"has-text-align-center\" data-align=\"center\">Continuous, frequent feedback loops<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Risk Management<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Risk discovered late in development<\/td><td class=\"has-text-align-center\" data-align=\"center\">Early identification and reduction of risk<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Ideal Use Case<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Stable, well-defined projects (e.g. some AAA titles)<\/td><td class=\"has-text-align-center\" data-align=\"center\">Projects with evolving requirements (e.g. indie, student games)<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Testing<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Done at the end<\/td><td class=\"has-text-align-center\" data-align=\"center\">Continuous testing throughout<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Adaptability to Feedback<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">Low<\/td><td class=\"has-text-align-center\" data-align=\"center\">High<\/td><\/tr><tr><td class=\"has-text-align-center\" data-align=\"center\"><strong>Delivery<\/strong><\/td><td class=\"has-text-align-center\" data-align=\"center\">One large release at the end<\/td><td class=\"has-text-align-center\" data-align=\"center\">Frequent builds or playable milestones<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p>Ultimately, I decided that an &#8216;Agile&#8217; pipeline would benefit the development of Lament much more for a few reasons:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Allows us to prototype quickly<\/li>\n\n\n\n<li>Approach Lament&#8217;s development iteratively<\/li>\n\n\n\n<li>Adapt certain aspects on what we\/ or others deem to be better<\/li>\n\n\n\n<li>Work can be divided into smaller, more easily managed tasks<\/li>\n<\/ul>\n\n\n\n<p>In terms of my procedurally generated rooms and level design, I have been implementing the &#8216;Agile&#8217; pipeline subconsciously. Constantly testing and iterating prototypes of it after feedback from others or even myself. Which allowed me to fix bugs a lot quicker and manage creating such a complex system by breaking it down into smaller chunks of tasks that were a lot more managable.<\/p>\n\n\n\n<p>Therefore, throughout the development of Lament, I will be utilising the &#8216;Agile&#8217; pipeline method.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Research  sources:<\/h2>\n\n\n\n<p>www.gridly.com. (n.d.).\u00a0<em>Agile vs Waterfall Localization in Game Development: Pros, Cons, and How to Do It Right | Gridly<\/em>. [online] Available at:<a href=\"https:\/\/www.gridly.com\/blog\/agile-localization\/\"> https:\/\/www.gridly.com\/blog\/agile-localization\/<\/a>. [Accessed 20 Mar 2025]<\/p>\n\n\n\n<p>Kolibri Games. (n.d.).\u00a0<em>Waterfall VS Agile Workflows &#8211; Kolibri Games Blog<\/em>. [online] Available at: <a href=\"https:\/\/www.kolibrigames.com\/blog\/waterfall-vs-agile-workflows\/\">https:\/\/www.kolibrigames.com\/blog\/waterfall-vs-agile-workflows\/<\/a>. [Accessed 20 Mar 2025]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>As per my tutor feedback, I was asked to look into both &#8216;Waterfall&#8217; and &#8216;Agile&#8217; pipelines in terms of game development. After researching the two, I decided to create a table to compare them and decide which one was a better process for the development of Lament: Feature Waterfall Pipeline Agile Pipeline Development Style Linear,&#8230;<\/p>\n","protected":false},"author":28,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1650","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.2 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Researching Pipelines - E-Jay Tripoli (Year 2 Archive)<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/sites.wsagames.com\/et4g23\/2025\/05\/13\/researching-pipelines\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Researching Pipelines - E-Jay Tripoli (Year 2 Archive)\" \/>\n<meta property=\"og:description\" content=\"As per my tutor feedback, I was asked to look into both &#8216;Waterfall&#8217; and &#8216;Agile&#8217; pipelines in terms of game development. 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