Game testing automation
Oleksandr Donchuk
- Hall:
- Air Hall (Production Track)
What the talk is about
Oleksandr Donchuk explains how to organize test automation for game projects. First, you must be able to say why you need it: extra coverage, a faster test cycle, and regression checks. He advises against comparing screenshots or on-screen text and instead recommends functional tests tied to the real game logic: they are resilient to content changes and rendering issues and localize defects faster, but they require close work with developers. He stresses testing negative as well as positive scenarios, full state sequences (for example, weapon reloading), and integration combinations of mechanics. He also covers smoke tests, parallelization, and a reporting system that is open to everyone, categorized, and sends targeted notifications. Useful for QA engineers and leads introducing automated tests.