View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.
If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.
Robert Masella (Senior Gameplay Engineer, Rare, Ltd.)
Location: Room 2010, West Hall
Date: Thursday, March 21
Time: 10:00 am - 11:00 am
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: Video
Audience Level: All
Automated testing of gameplay features has traditionally not been embraced by the industry, due to the perceived time required and difficulty in creating reliable tests. Sea of Thieves however was created with automated testing for gameplay from the start. 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 let team members create automated tests quickly and easily, the different test types we built, and what level of test coverage was found to be appropriate. The session also contains best practices for making tests work reliably and efficiently, using clear worked through examples.
Attendees will learn that automated testing of gameplay features in games is not only possible, but a highly effective tool in maintaining stability. They will also go away with examples and best practices for adding automated testing to their own projects.
This talk is intended for a general game programmer audience of all experience levels. The examples are gameplay focused and some knowledge of Unreal and C++ is useful, but the broader testing philosophy is applicable to all developers.