Game development is hard. People crunch all the time, we launch games with tons of bugs, and it can even be nerve-wracking just to deploy updates! But does it really have to be like that? NO! In this talk, Seth Coster of Butterscotch Shenanigans walks through how his team learned to use DevOps to get more done while working less. In the past, they had trouble adding team members and maintaining their titles, and solved most problems through sheer force of will. But by employing the philosophies of DevOps, they were able to deploy weekly content patches in Early Access, expand their team, add nearly a dozen languages to their game, and line up six simultaneous launch platforms. By using the lessons outlined in this talk, you, too, can begin to transform your studio into a low-stress, high-output, clockwork machine!