GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Browse and sort the list of GDC Summer sessions by day, time, pass type, topic, and format. All session times are shown in Pacific Time.

Please note GDC Summer has ended! Check out GDC Vault to view previous GDC sessions.

Strategies for Fast Releases With Minimal Bugs. (Presented by Bugsnag)

James Smith  (CEO & Co-Founder, Bugsnag)

Date: Wednesday, August 5

Time: 11:00am - 11:30am

Pass Type: Conference Pass, Discovery Pass - Get your pass now!

Topic: Programming

Format: Sponsored Session

Vault Recording: TBD

Audience Level: All

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 will dive into proven strategies for doing so, including:

  • Release stability management: Monitoring the stability of releases throughout development and testing to catch problems early and decide when to roll out to users.
  • Testing and early access: Running A/B tests, closed play tests, and early access for superfans to collect feedback and stamp out critical issues before launch.
  • Phased rollouts: Launching a lightweight game and then adding content and game modes over time with regularity and speed to keep users engaged.


Games that launch too quickly compromise player experience and fun. Amidst increasing pressure to ship games faster, discover strategies for developing and launching games that people will love playing and telling their friends about.

Intended Audience

Developers, Sr. Engineers, Architects, IT and Dev Execs