Best Game Development Build Automation Tools
Studio-grade game development relies heavily on automated pipeline systems to compile, cook, and package massive codebases for multiple platforms overnight. This article explores the leading build automation tools—such as Jenkins, TeamCity, IncrediBuild, and engine-specific command-line utilities—that enable major game studios to generate reliable daily multi-platform exports for PC, consoles, and mobile.
Jenkins
Jenkins is the most widely used open-source automation server in the game industry. Its primary strength lies in its extensive plugin ecosystem and flexibility. Studios use Jenkins to write complex, scripted pipelines (often in Groovy) that orchestrate the entire build process. A typical Jenkins nightly build pipeline pulls the latest code and assets from a version control system (usually Perforce Helix Core), triggers compiling and cooking processes across multiple target platforms, runs automated tests, and uploads the final builds to distribution platforms or local storage.
JetBrains TeamCity
TeamCity is a commercial continuous integration and build automation server that is highly favored by AAA studios. It is often preferred over Jenkins for its out-of-the-box ease of use, superior user interface, and native integration with Perforce and enterprise-grade build configurations. TeamCity excels at managing build queues, managing a fleet of build agents (including dedicated macOS machines for iOS builds, and specialized devkit-connected PCs for PlayStation and Xbox), and providing detailed statistics on build failures and compiler warnings.
IncrediBuild
While Jenkins and TeamCity orchestrate the workflow, IncrediBuild is the tool that actually accelerates the compiling process. Compilation of C++ code and shader compiling can take hours for modern games. IncrediBuild is a proprietary distributed computing tool that harnesses the idle CPU power of other workstations and servers across the studio’s local network or cloud infrastructure. By distributing compiler tasks across hundreds of available cores, IncrediBuild reduces multi-platform compilation times from hours to minutes, making overnight builds reliable and feasible.
Unreal Automation Tool (UAT) and UnrealBuildTool (UBT)
For studios using Epic Games’ Unreal Engine, build automation is heavily reliant on proprietary command-line utilities: UnrealBuildTool (UBT) and Unreal Automation Tool (UAT). UBT handles the platform-specific compilation of C++ code, while UAT manages the cooking of assets (converting textures and models into platform-specific formats), packaging, and deployment. Automation servers like Jenkins or TeamCity do not replace these tools; instead, they run command-line scripts that trigger UBT and UAT to generate exports for systems like PlayStation, Xbox, Nintendo Switch, and PC.
Unity Build Pipeline and Unity Build Automation
Studios utilizing Unity often use Unity’s command-line interface or the scriptable Build Pipeline API to automate exports. By calling Unity in batch mode via external CI/CD servers, developers can programmatically trigger asset importing, platform switching, and building. For smaller to mid-sized studios, Unity also offers Unity Build Automation (formerly Unity Cloud Build), a cloud-hosted solution that automatically compiles multi-platform builds whenever changes are pushed to version control, bypassing the need for local build hardware.