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Robert Masella (Senior Gameplay Engineer, Rare, Ltd.)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: TBD
Audience Level: All
Automated testing of gameplay features has traditionally not been taken up by the industry, due to the time required and perceived difficulty in creating reliable tests. 'Sea of Thieves' was created with automated testing from day one. This session explains why automated testing was the right choice for 'Sea of Thieves', and how it could benefit your game. It shows the framework that was built by Rare to easily let team members create automated tests. It then shows the different test types the Rare team built and what test coverage was felt to be right for the game. The session also details best practices for making tests work reliably on an evolving game like 'Sea of Thieves', using clear worked through examples.
Attendees will learn that the automated testing of gameplay features in games is not only possible, but a highly effective tool in maintaining stability. They will also leave with examples and best practices for adding automated testing to their own game projects.
This talk is intended for a general game development programmer audience, of all experience levels. Examples are gameplay focused and some knowledge of Unreal and C++ is useful, but the broader testing philosophy is applicable to a wider audience.