Author’s Note
Part 1 of this blog was written in November 2023- back when I had time, opinions, and the illusion I’d actually hit publish. Then it got shelved, buried under shifting priorities and the usual chaos. But recently I stumbled across it, reread it, and thought: “Hmm, some of this actually held up.” So here we are.
This little resurrection was cathartic. I got to do what I love most: complain and bring awareness about broken systems I care deeply for. If you’re here for that energy, welcome.
Fair warning: This is a long read. If terms like “QA,” “DevOps,” “CI/CD,” or “test automation” mean nothing to you, feel free to back out gracefully--or stick around and learn something. I’m not your manager.
Breaking Down the CI/CD silos
PART 1 - 2023
QA Isn’t a Final Step-- Why DevOps Needs Quality from Day One
QA Is Not a Department You Call When You’re Done
The way we build games has changed--finally. The days of developers sprinting to the finish line and tossing a build over the wall to QA are over. Or at least, they should be.
If you’re still running your game studio like it’s 2010--developers building in isolation, QA coming in at the end to mop up--you’re wasting time, burning money, and shipping bugs. Full stop.
What’s replacing that model? A development culture where QA is embedded from day one. Where testing and building happen side by side, not in sequence. And where the line between “dev” and “QA” is blurred on purpose.
This isn’t about chasing trends. It’s about doing what actually works--and what lets you ship better games faster without breaking your team in the process.
Let’s break down how we got here, why the siloed approach broke down, and what it looks like when QA becomes a fully integrated part of DevOps.
The Siloed Mess: Why the Old QA Model Doesn’t Work Anymore
Here’s the old setup: developers build the game, QA tests it after the fact. Two teams, two goals, and one predictable result--bugs slipping through, last-minute crunch, and everyone pointing fingers when something breaks.
This “waterfall-lite” model might have worked when games were smaller, expectations were lower, and patches came on physical discs. But today? It’s a liability.
Image cred: https://www.reddit.com/r/NoMansSkyTheGame/comments/13gc25f/first_time_playing_no_mans_sky_i_actually_cried/
QA chasing bugs at the end of the process is like inspecting a house after it's been built, furnished, and moved into. Sure, you’ll find the wiring issue--but fixing it means ripping open the walls. That kind of rework is expensive, time-consuming, and demoralizing.
[GIF OF TIKTOK HOME INSPECTOR GUY WITH POINTY FINGER] https://www.tiktok.com/t/ZP86kMoNY/