Your programmer is trying to fix the bug that only happens when 16 players are in the game… Replay it!

How can one programmer debug a problem that requires 16 people to reproduce?

What if you don't have 16 people in the building? What if your test department is 6,000 miles away?

Better use Replay.


Chris Bruno, QA Manager
‘Project: Snowblind', Eidos Ltd.

Crunch Time. Every project knows it. Every producer fears it. The final few weeks of a project when everything is on the line, the ship date is looming, the manuals have been printed, and the stores are waiting for your game… not to mention the masses.

Joe Quadara, Lead Multiplayer Tester
‘Project: Snowblind', Eidos Ltd

It's usually around this time when your most difficult crash bugs decide to show themselves. The showstopper bugs that only happen when 16 people are playing the game at the same time, and one of them does something bad.

The only problem is you don't know which one of them did something bad, and you don't know what ‘something bad' is.


“It was really beneficial to us, especially late in production…”


This is the type of problem that the Snowblind team ran into at possibly the most crucial point of the project. Everyone was waiting for the game and Eidos had commitments to keep. John Chowanec, lead Producer, was charged to find and fix the few remaining issues. Fast.

One of the most challenging bugs left was a multi-player bug that only seemed to show itself under very rare instances with 16 players in the game. This in itself was a major obstacle as the developer in the Netherlands didn't have 16 people in the office.


Joe Quadara, Lead Multiplayer Tester
‘Project: Snowblind', Eidos Ltd.


“We recorded a 16 player game where we found the crash, sent the Replay to the developer, and they fixed it that night.”

Reproducing this was going to be a problem...

Luckily, John Chowanec and his team were using ReplayDIRECTOR™. The Project: Snowblind team was equipped with a most useful tool for these types of scenarios. They used Replay to record the bug happening on three separate occasions. Next, they grabbed the Replay data and sent it overseas via FTP in just a few minutes.

Once the developer had the Replay data, it was a simple task of watching the crash bug happen, then stepping through the code in the debugger, one line at a time. They added more debugging info, and Replayed the bug again. Soon after, they found the cause. Memory corruption. The fix was made and a new build updated for the next day.

Another tough bug, another Replay Solution.

“Q: How do you see yourself using Replay on your upcoming project?
A: From Start to Finish.