Developers are under increasing pressure to launch their next game quickly, and especially more so with the current heightened appetite for games. Thinking about the most loved games that stood the test of time, what did they have in common? They didn’t rush to get it done. Fast coding introduces more bugs, which can be costly to the brand as users aren’t shy about sharing reviews about poor experiences.
Despite sounding bad, bugs are necessary and launching an error-free game is impossible. So how can engineering teams balance speed-to-market with developing and launching games that people will love? This session James Smith, CEO and Co-founder of Bugsnag, will dive into proven strategies for doing so, including:
Developers are under increasing pressure to launch their next game quickly, and especially more so with the current heightened appetite for games. Thinking about the most loved games that stood the test of time, what did they have in common? They didn’t rush to get it done. Fast coding introduces more bugs, which can be costly to the brand as users aren’t shy about sharing reviews about poor experiences.
Despite sounding bad, bugs are necessary and launching an error-free game is impossible. So how can engineering teams balance speed-to-market with developing and launching games that people will love? This session James Smith, CEO and Co-founder of Bugsnag, will dive into proven strategies for doing so, including:
Game Developers Conference 2020
*If the form isn’t loading or submitting properly, please 1) disable ad blockers, 2) enable cookies, and 3) turn off any tracking protection features. Still can’t see the form? Reach out to events@bugsnag.com.
Developers are under increasing pressure to launch their next game quickly, and especially more so with the current heightened appetite for games. Thinking about the most loved games that stood the test of time, what did they have in common? They didn’t rush to get it done. Fast coding introduces more bugs, which can be costly to the brand as users aren’t shy about sharing reviews about poor experiences.
Despite sounding bad, bugs are necessary and launching an error-free game is impossible. So how can engineering teams balance speed-to-market with developing and launching games that people will love? This session James Smith, CEO and Co-founder of Bugsnag, will dive into proven strategies for doing so, including:
Developers are under increasing pressure to launch their next game quickly, and especially more so with the current heightened appetite for games. Thinking about the most loved games that stood the test of time, what did they have in common? They didn’t rush to get it done. Fast coding introduces more bugs, which can be costly to the brand as users aren’t shy about sharing reviews about poor experiences.
Despite sounding bad, bugs are necessary and launching an error-free game is impossible. So how can engineering teams balance speed-to-market with developing and launching games that people will love? This session James Smith, CEO and Co-founder of Bugsnag, will dive into proven strategies for doing so, including:
Game Developers Conference 2020
Developers are under increasing pressure to launch their next game quickly, and especially more so with the current heightened appetite for games. Thinking about the most loved games that stood the test of time, what did they have in common? They didn’t rush to get it done. Fast coding introduces more bugs, which can be costly to the brand as users aren’t shy about sharing reviews about poor experiences.
Despite sounding bad, bugs are necessary and launching an error-free game is impossible. So how can engineering teams balance speed-to-market with developing and launching games that people will love? This session James Smith, CEO and Co-founder of Bugsnag, will dive into proven strategies for doing so, including:
Fill out the form on this page to gain access to the free on-demand talk.
Developers are under increasing pressure to launch their next game quickly, and especially more so with the current heightened appetite for games. Thinking about the most loved games that stood the test of time, what did they have in common? They didn’t rush to get it done. Fast coding introduces more bugs, which can be costly to the brand as users aren’t shy about sharing reviews about poor experiences.
Despite sounding bad, bugs are necessary and launching an error-free game is impossible. So how can engineering teams balance speed-to-market with developing and launching games that people will love? This session James Smith, CEO and Co-founder of Bugsnag, will dive into proven strategies for doing so, including:
*If the form isn’t loading or submitting properly, please 1) disable ad blockers, 2) enable cookies, and 3) turn off any tracking protection features. Still can’t see the form? Reach out to sales@bugsnag.com.