A mid-size studio in Europe whose builds were kept alive by its senior engineers, in between the work they were hired to do.
The studio
- Mid-size studio, Europe
- No dedicated build engineer
- Managed runners
- Pilot
Before
Build upkeep had no owner. An SDK update, an engine upgrade, a full disk on the build machine: each one landed on a senior engineer and came out of time meant for the game. Because the work was spread across people and weeks, nobody could say how much of it there was.
How they use SpeedrunCI
Counted first
The pilot started by making the upkeep visible: what broke, who fixed it and how long it took, so the studio could see the hours it was paying.
No build machines to keep
Builds moved onto SpeedrunCI's managed runners, which come with the right Unreal setup. SDK and engine versions are kept in sync by SpeedrunCI, not by a senior engineer.
Only what changed
Game-aware caching keeps compiled code, cooked assets and derived data between runs, so a change rebuilds only what it touches.
Status and trends in one place
Build insights show status, failures, timings and trends, so producers see where builds stand without asking an engineer.
Fixes next to the error
A failed build names the step and the commit and suggests a fix with the file and line to look at.
Results where the team works
Build results post to Slack or Microsoft Teams as they happen.
What changed
Measured, then handed back. Build upkeep is SpeedrunCI's job now, and the senior engineers' hours go back to the game.