GDC 2015 – Remote working and automated testing

I’m speaking again at GDC in March. This will be my third GDC in a row, yet I’m no less nervous!

On Wednesday at 11am, I’m speaking for half an hour on remote working at Spry Fox (room 2020 west). I’ll be covering tools and processes, but the things I’m most interested in talking about are the qualities of a good remote developer, and the hacks we use to build a tight supportive team out of people of different continents.

On Thursday I’m building on the success of last year’s unit testing talk to chair a roundtable on automated testing. Anyone interested in any strata – from CI servers to smoke tests to unit tests – should come along. Bring war stories, gotchas and hacks.

If you’ve got ideas you’d like raised during the roundtable, but can’t make it to San Francisco, why not leave a comment below? Here’s some questions to get you thinking:

  • What’s the coolest piece of automated testing tech you’ve seen used?
  • What’s the most dramatic improvement you’ve seen after introducing some automated testing into a process?
  • Are there any kinds of automated testing you find don’t work so well with games?
  • Do you think automated testing is mainstream yet? What more can we do to sell various types of testing to the management?
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2 thoughts on “GDC 2015 – Remote working and automated testing

  1. Our game (built with Unity) uses a JSON format to store level data.

    After experiencing issues with corrupted levels and similar issues, I’vI’ve created a set of tests that serially load and verify that every level we ship in our game can be correctly loaded.

    This is testing just a tiny thing inside the serialization system, but still saved us some blood and tears of finding this too late after releasing a version.

    In general, at least according to what I see and hear from other devs, test automation is far from being mainstream.

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