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T6
Concurrent Class
10/3/2013 9:45:00 AM

"Test Automation Challenges in
the Gaming Industry"
Presented by:
Brett Roark
Blizzard Entertainment

Brought to you by:

340 Corporate Way, Suite 300, Orange Park, FL 32073
888-268-8770 ∙ 904-278-0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
Brett Roark
Blizzard Entertainment
A gaming industry professional with more than fifteen years as a tester, developer, and
producer, Brett Roark has shipped multiple AAA titles as well as numerous casual games.
Before joining Blizzard Entertainment in 2010, Brett had spent more than a decade at Microsoft
as a software design engineer in test. While working on Windows 7, he also taught game design
and production at DigiPen.
9/6/2013

Test Automation Challenges
In The Gaming Industry
©2013 Blizzard Entertainment, Inc. All rights reserved.

1
9/6/2013

Brett Roark
• Senior Producer, Test
Automation
• 15 years game industry
experience
– Tester
– Developer
– Producer

Agenda
• Introduction
• Why testing games is
challenging
• Which test functions
should be automated
• How Blizzard built an
automation test team

2
9/6/2013

Blizzard Product Lines

3
9/6/2013

Core Values

Blizzard “polish” doesn’t just
refer to our gameplay
experiences, but to every
aspect of our jobs. Approach
each task carefully and
seriously. Seek honest feedback
from your peers and use it to
improve the quality of your
work. At the end of the day, no
one will remember if the game
was late – only that it was great.

4
9/6/2013

Why Testing Games is
Challenging

Software Complexity
•
•
•
•

Large development teams
Long maintenance periods
Shared technologies
Computer science problems
– Distributed computing
– 32/64 bit conversions
– Complex math for physics and 3D
graphics
– Artificial intelligence

5
9/6/2013

Software Complexity
•
•
•
•

3D environments
Audio and cinematics
Localization
Allowing user interface
customization

Multiplayer Interactions
• Adds complexity similar to multithreaded vs. single-threaded
programming
• Consistency of experience
• Latency sensitivity

6
9/6/2013

Data
• Games often data heavy
• Designers solve problems by using
game systems in unexpected ways
• Data source control difficulties

Which Test Functions
Should Be Automated?

7
9/6/2013

Benefits of Automation
• Increase coverage to
mitigate risk
• Improve process
efficiency
• Find bugs earlier

Content that’s Difficult to
Automate
•
•
•
•
•
•

Usability
Graphic style
Lore and story
Game balance
Difficulty
FUN!

8
9/6/2013

Areas to Consider
•
•
•
•

Clients
Servers
Data
Tools

Client Automation
• Challenges
– Frequent user interface changes
– 3D environments
– Automating around anti-cheat code

• Useful targets
– Client performance
– Compatibility suites
– Regression for expansions

9
9/6/2013

Server Testing
• Functionality and APIs
• Error injection
• Stress testing
– Performance under stress
– User experience under stress
– Fault tolerance and recovery

Data Validation
•
•
•
•

Content pipelines
Data diffs
Delivery and patching
Graphics systems
– Shaders
– Lighting
– Hardware driver updates

10
9/6/2013

Tools
• Help make QA and/or development
processes more efficient
• Examples:
– Quest tracker
– Arena teams
– In-game bug reporting

How Blizzard Built an
Automation Team

11
9/6/2013

Blizzard Structure
• Multiple development teams
• Shared platform and technologies
through Battle.net
• QA is a separate division that
supports all development teams

Automation Team Structure
Each automation team consists of:
– An engineering lead
– A producer
– Automation engineers

12
9/6/2013

Building Momentum
• Hired talented engineers who are
a cultural fit
• Started with Battle.net
• Expanded to products in early
development
• Built tools to increase efficiency

Talent Development
• Internal training team
• Robust onboarding program
• Multi-tiered training programs
– Leadership
– Project Management
– Testing

• Professional certifications

– ISTQB Foundation and Advanced Levels
– Scrum Master/Product Owner

13
9/6/2013

Summary
•
•
•
•
•

Games have become incredibly complex
Some content is difficult to automate
Identify key areas for automation
Build momentum with initial successes
Invest in your people

Questions?

14

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Test Automation Challenges in the Gaming Industry

  • 1. T6 Concurrent Class 10/3/2013 9:45:00 AM "Test Automation Challenges in the Gaming Industry" Presented by: Brett Roark Blizzard Entertainment Brought to you by: 340 Corporate Way, Suite 300, Orange Park, FL 32073 888-268-8770 ∙ 904-278-0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
  • 2. Brett Roark Blizzard Entertainment A gaming industry professional with more than fifteen years as a tester, developer, and producer, Brett Roark has shipped multiple AAA titles as well as numerous casual games. Before joining Blizzard Entertainment in 2010, Brett had spent more than a decade at Microsoft as a software design engineer in test. While working on Windows 7, he also taught game design and production at DigiPen.
  • 3. 9/6/2013 Test Automation Challenges In The Gaming Industry ©2013 Blizzard Entertainment, Inc. All rights reserved. 1
  • 4. 9/6/2013 Brett Roark • Senior Producer, Test Automation • 15 years game industry experience – Tester – Developer – Producer Agenda • Introduction • Why testing games is challenging • Which test functions should be automated • How Blizzard built an automation test team 2
  • 6. 9/6/2013 Core Values Blizzard “polish” doesn’t just refer to our gameplay experiences, but to every aspect of our jobs. Approach each task carefully and seriously. Seek honest feedback from your peers and use it to improve the quality of your work. At the end of the day, no one will remember if the game was late – only that it was great. 4
  • 7. 9/6/2013 Why Testing Games is Challenging Software Complexity • • • • Large development teams Long maintenance periods Shared technologies Computer science problems – Distributed computing – 32/64 bit conversions – Complex math for physics and 3D graphics – Artificial intelligence 5
  • 8. 9/6/2013 Software Complexity • • • • 3D environments Audio and cinematics Localization Allowing user interface customization Multiplayer Interactions • Adds complexity similar to multithreaded vs. single-threaded programming • Consistency of experience • Latency sensitivity 6
  • 9. 9/6/2013 Data • Games often data heavy • Designers solve problems by using game systems in unexpected ways • Data source control difficulties Which Test Functions Should Be Automated? 7
  • 10. 9/6/2013 Benefits of Automation • Increase coverage to mitigate risk • Improve process efficiency • Find bugs earlier Content that’s Difficult to Automate • • • • • • Usability Graphic style Lore and story Game balance Difficulty FUN! 8
  • 11. 9/6/2013 Areas to Consider • • • • Clients Servers Data Tools Client Automation • Challenges – Frequent user interface changes – 3D environments – Automating around anti-cheat code • Useful targets – Client performance – Compatibility suites – Regression for expansions 9
  • 12. 9/6/2013 Server Testing • Functionality and APIs • Error injection • Stress testing – Performance under stress – User experience under stress – Fault tolerance and recovery Data Validation • • • • Content pipelines Data diffs Delivery and patching Graphics systems – Shaders – Lighting – Hardware driver updates 10
  • 13. 9/6/2013 Tools • Help make QA and/or development processes more efficient • Examples: – Quest tracker – Arena teams – In-game bug reporting How Blizzard Built an Automation Team 11
  • 14. 9/6/2013 Blizzard Structure • Multiple development teams • Shared platform and technologies through Battle.net • QA is a separate division that supports all development teams Automation Team Structure Each automation team consists of: – An engineering lead – A producer – Automation engineers 12
  • 15. 9/6/2013 Building Momentum • Hired talented engineers who are a cultural fit • Started with Battle.net • Expanded to products in early development • Built tools to increase efficiency Talent Development • Internal training team • Robust onboarding program • Multi-tiered training programs – Leadership – Project Management – Testing • Professional certifications – ISTQB Foundation and Advanced Levels – Scrum Master/Product Owner 13
  • 16. 9/6/2013 Summary • • • • • Games have become incredibly complex Some content is difficult to automate Identify key areas for automation Build momentum with initial successes Invest in your people Questions? 14