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E-Jay Tripoli

A documentation of my work for Year 2 – Studying Games Design and Art at the University of Southampton

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Researching Pipelines

Posted on May 13, 2025May 13, 2025 by et4g23

As per my tutor feedback, I was asked to look into both ‘Waterfall’ and ‘Agile’ 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:

FeatureWaterfall PipelineAgile Pipeline
Development StyleLinear, sequentialIterative, cyclical
PlanningHeavy planning upfrontLightweight planning, ongoing adaptation
FlexibilityLow – hard to change directionHigh – can pivot based on feedback
PrototypingMinimal early prototypingPrototypes early and often
FeedbackLate in the processContinuous, frequent feedback loops
Risk ManagementRisk discovered late in developmentEarly identification and reduction of risk
Ideal Use CaseStable, well-defined projects (e.g. some AAA titles)Projects with evolving requirements (e.g. indie, student games)
TestingDone at the endContinuous testing throughout
Adaptability to FeedbackLowHigh
DeliveryOne large release at the endFrequent builds or playable milestones

Ultimately, I decided that an ‘Agile’ pipeline would benefit the development of Lament much more for a few reasons:

  • Allows us to prototype quickly
  • Approach Lament’s development iteratively
  • Adapt certain aspects on what we/ or others deem to be better
  • Work can be divided into smaller, more easily managed tasks

In terms of my procedurally generated rooms and level design, I have been implementing the ‘Agile’ 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.

Therefore, throughout the development of Lament, I will be utilising the ‘Agile’ pipeline method.

Research sources:

www.gridly.com. (n.d.). Agile vs Waterfall Localization in Game Development: Pros, Cons, and How to Do It Right | Gridly. [online] Available at: https://www.gridly.com/blog/agile-localization/. [Accessed 20 Mar 2025]

Kolibri Games. (n.d.). Waterfall VS Agile Workflows – Kolibri Games Blog. [online] Available at: https://www.kolibrigames.com/blog/waterfall-vs-agile-workflows/. [Accessed 20 Mar 2025]

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