Today is our last Employee Spotlight of the year and we're highlighting Thomas Scott! We love having Thomas be part of GBS where he brings Unreal Engine expertise, leadership, excellent game choices for Friday Lunch Games, and so much more. Check out Thomas's Employee Spotlight and stay tuned for the exciting projects Thomas and others have been cooking up for 2025!
Gamebreaking Studios
Computer Games
Los Angeles, CA 2,200 followers
Helping build world-class online games. Co-development, work-for-hire, and game build pipelines (www.bespokeci.dev)
About us
Gamebreaking Studios specializes deeply in building online games. Our core competencies are engineering co-development/work-for-hire and build pipelines for games (see bespokeci.dev).
- Website
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https://www.gamebreaking.com/
External link for Gamebreaking Studios
- Industry
- Computer Games
- Company size
- 11-50 employees
- Headquarters
- Los Angeles, CA
- Type
- Self-Owned
- Founded
- 2018
- Specialties
- Computer Games
Products
BespokeCI
Build Automation Tools
BespokeCI is a cheat code to level up your build system, development processes, and team. Get to playtesting in days not weeks or months!
Locations
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Primary
Los Angeles, CA 90034, US
Employees at Gamebreaking Studios
Updates
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🎉 Congrats to Treehouse Games for the demo release of Voyagers of Nera! Come play the multiplayer demo with us on Steam. 👀 We are so proud Gamebreaking Studios could help its development by implementing Unreal test automation and improving their build system capabilities! https://lnkd.in/gqa9RY49
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Check out our new blog post by Sebastián León and Kevin Viglucci on how Gamebreaking Studios powered a #1 trending hashtag on X (formerly Twitter)! Link below 👇 👇 👇 https://lnkd.in/gktdADQ8 #WarcraftStory #gamedev #gamedevelopers #engineering
How Gamebreaking powered Blizzard's #WarcraftStory to #1 on Twitter | Gamebreaking Studios
gamebreaking.com
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It's time for #employeespotlight and this week we are highlighting Cai Glencross! When he isn’t busy expanding the definition of full stack engineer, Cai might be found preparing for your defeat in Magic: The Gathering! #gamedev #gamedevelopers #engineering
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Crossing the finish line can be quite the amazing journey! Comment below 👇 and share your last completed game experience. #gamedev #videogames
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It's time for #employeespotlight and this week we are highlighting Camilo Zambrano! Camilo has been with us for 2 years and we couldn't think of a more joyful person to work with. When they aren't creating new fun interiors for our digital office space, Camilo is always down to talk about interesting game mechanics and fun game ideas! #gamedev #gamedevelopers #engineering
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Great games can trigger an emotional response like nothing else. 😄 😥 😆 😳 😠 Comment below 👇 with any that brought out the feels. #gamedev #videogames
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Video Game development has unique constraints that lead to its build systems lagging behind “enterprise” development. Jay Spang from our #BespokeCI team is here to tell you why. 🎮🎮🎮🎮🎮 A primary factor is size. Game engines are massive. It’s common for a game repository to exceed 2tb in size. A game artifact might exceed 100gb. With these sizes, even the simplest of actions in your CI/CD pipeline can take tens of minutes, if not hours. How do game companies overcome these challenges? Usually by aggressively caching everything. If a clean pull of your repo takes over an hour, you’re incentivized to maintain stateful build agents and do incremental builds. If a build agent needs over 2tb per branch for its workspace, you’re incentivized to use separate agents for separate branches. Build Engineers might get creative in hopes of speeding things up, but they must always be wary of causing subtle issues. For example, we can build the code and cook the assets in parallel, but not if there are any dependencies between the two. Ultimately these constraints may dictate how your build system works. If your build agents are stateful, you probably can’t spin up agents on-demand. If your agents are persistent, perhaps it makes more sense to build them on-prem instead of in an expensive cloud architecture. What kinds of things do you do to keep your builds performant? 🎮🎮🎮🎮🎮 Learn more about BespokeCI by Gamebreaking Studios Studios at https://bespokeci.dev/ #gamedev
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🗣 retweet 🗣 andre is cool you should talk to him
Going to Devcom or Gamescom? Hit me up! I'm going with Sean Saleh 🔜 Devcom/Gamescom on behalf of Gamebreaking Studios, and we'll be talking games and co-development all week long. (or we can go to karaoke, hang, chat about life, whatever floats your boat!)
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We’re hyped that VALORANT is now LIVE on PlayStation 5 and Xbox Series X|S consoles! It’s been incredible to collaborate with Riot Games and the VAL team on this console launch. We’ve been a partner with Riot Games for the past 3 years and are proud of all the great things we’ve accomplished together 🎉 https://lnkd.in/gfVd5DYJ
Valorant Console
playvalorant.com