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What are we here to chat about [regarding the development process]?

TL;DRRecent deliveries slipped by a couple of weeks because features arrived late and left too little QA time, so the plan is to allow more time to develop, polish and make features work properly.

Erin RobertsChief Development Officer

Working on the project, we've adjusted a few times on the development side in terms of working out what works, what doesn't work. We noticed in the last two deliveries we missed it by a couple of weeks each time because basically some features were coming in late, and so we couldn't get the proper QA time to go in.

John CreweVehicle Pipeline Director

There's no point having a thousand features in the game if half of them don't work how you'd expect them to. You're not going to have a fun time playing in that game.

Erin RobertsChief Development Officer

So the idea is rather than trying to get it done and squeeze it all into three or four weeks, we actually give ourselves plenty of time, so when we're delivering these features we have more time to develop and make sure they're right, we have more time to really polish them, we have more time to really make sure that they're fun, they work.

Pillar Talk›Staggered Dev·
Published on this date.30 Aug 2019