GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Senior Gameplay Engineer, Rare, Ltd.)

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Programming

Format: Session

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.

Takeaway

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.

Intended Audience

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.