In February 2015, I started at Ubisoft SF as the Studio Tools and Build Engineer, working on South Park: The Fractured but Whole, as well as an unannounced project. In my Build Engineer duties, I run the development of our Jenkins-based automated build and test processes for both South Park: The Fractured But Whole and another internal project. I took our bare bones build system, configured it to better interact with our source control, rewrote most of our build scripts to run cleaner and report better, and managed our hardware to keep up with the increased build load. I also wrote a system for us to run automated tests on both our tools and game on checkin, handling both the testing and the reporting.
As the studio Tools Engineer, I field tools requests from both South Park and the other project. We’re working in a provided engine, so I work to expand the functionality of the current toolset, fix tool crashes, and add new project-specific tools. All of our tools work in this engine is C++ based in a custom UI framework. I’m responsible for managing my requests, prioritizing them, interfacing with the end user to gather requirements, and documenting them both in code and on wiki after they’ve been implemented.