Automated Testing in 'Grave Seasons' from the Ground Up

Monday, August 24, 2026 12:15 PM to 1:15 PM · 1 hr. (Europe/Berlin)
Stage 3 - Confex Level 1
Talk
~All~Tech & Coding

Information

This session will explain how we built Grave Seasons from day one with automated testing in mind. As a game with a focus on branching narrative and player impact, automated tests have allowed us to have confidence throughout development that we can create the game in a healthy and robust way. The talk will explain the different types of tests we have implemented, and the way in which we architected the game to separate out the core logic and allow all teams to "fail fast" during development.
Topics
~All~Tech & Coding
Track
Tech & Coding
Session Type
Talk
Target Audiences
My target audience is anyone in a code team wanting to structure (or restructure) their project to support automated testing, and to better support their colleagues to "fail fast" and understand how to verify their work.
Experience Level
Intermediate
Key Take Aways
This talk will explain how we have architected Grave Seasons to facilitate automated tests from the very beginning. By explaining how we have carried this through the game to late development and are now reaping the benefits, a key takeaway is hopefully the confidence that other projects can do this too! The talk will explain the benefits of: - dependency injection - separation of business logic and frontend code - combining many types of tests (unit, system, validation etc) - creating tooling to run tests as a debugging aid - decoupling from your game engine to run "cheaper" tests
Available to Ticket Type(s)
  • gcdev Student Pass
    • gcdev Content Pass
      • gcdev Trade Pass
        • gcdev Press Pass
          • gcdev Speaker Pass
            • gcdev VIP Pass

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