Tell us the story [of the Alpha 3.0 release] from your perspective. What was it like in that last day or week? You were in Austin.
TL;DRThe final week before 3.0 was about stabilizing builds to have backup release candidates, aiming to ship over Christmas, the one time the company shuts down, so the community could give feedback.
I was in Austin. I flew to Austin on the Wednesday, actually. Before that, I was in the Manchester office, and at the time, that last week is about trying to solidify the build so you have something which you feel you can go live with and also publish to a larger group of people. From my level, it's about making sure that we have builds which are stable, that basically we feel can be used as backup candidates for going live and so forth. Because specifically, if you go back a bit, 3.0 is such a huge amount of work. It's not just what people can see; there's a technology we had to build to make everything work. So there's a huge amount of work that was going on behind the scenes. So just getting the base of work before you even talk about some of the gameplay features, you've got to get this base of tech working to support the features and get the features working. And so all these things have to come together, and then you want to get it obviously to the community as fast as possible because you want to have all that feedback and that ability for people to get out there to see it.
Specifically the Christmas period is a great period for us, for two reasons. One is we love getting a version out then because we can get loads of feedback over the Christmas period. And then we've got that for the new year when we generally kick off: okay, it's a new year, this is what we're going to do this year. And secondly, it's great for us because it's the only time that CIG actually shuts down as a company. Every studio shuts down between Christmas and New Year's and everybody gets some time off, just after a hard year, to regain some focus. And it does mean a lot, because obviously people take holidays, but if you're on holiday and you've still got 200 emails coming in a day, sometimes it's kind of hard. So it's a good thing. So we really pushed hard to do that. And so it's all about managing the process so we know we'll have something we can go live with.
And it's a process that we've done before. We released 2.6 the last holiday season, and I believe 2.0 was the holiday season before that. So it's kind of an established rhythm for us at this point.
It is. And also it's a hard target. Because you basically want to get this done, you want to get it out there, and so it's a nice target for the team to go: let's get it out, enjoy your holiday, and the community gets to check out all the latest great stuff.