GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.

Lessons Learned in Adapting the 'Sea of Thieves' Automated Testing Methodology to 'Minecraft'

Henry Golding  (Principal Software Architect, Microsoft (Mojang Studios))

Date: Thursday, July 22

Time: 10:50am - 11:20am

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Management, Programming

Format: Session

Vault Recording: Video

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

As modern games release more and more frequently, relying on manual testing is becoming increasingly inefficient, time consuming and ineffective. Many studios are attempting to adopt automated testing but are finding it an uphill battle to create fast, reliable automation that provides real value. This session explains the approach used on both Sea of Thieves and Minecraft to build a culture where developers write fast, reliable automated tests as part of their day to day work, creating a safety net that catches bugs as soon as they are written.


They will see that it is possible to create a culture of automated testing by developers through concrete techniques that they can apply on their own teams.

Intended Audience

Technical directors, programmers, and others who want to adopt automated testing on a game project, especially when they want to release frequently and/or avoid long stabilization phases before release. General processes will be covered as well as technical details.