| As a one-time indie game developer who went to work at a 250-person games studio, my answer based on limited experience is "probably not". BDD in particular is tricky, because beyond the level of abstraction of the engine, you don't really know what you're building. How do you express that a thing should be fun, or weapons reloads feel punchy, in a BDD spec? How do you automatically test that? Games code exists purely to elicit reactions in human brains. We don't have the technology yet to examine the desired state change in the target system. Regular apps have the same problem, but with less expensive assets and less iteration. "As a user, I should feel that the login transition is slick" is a spec I can imagine that is UX-related. However, we can probably all agree on what slick is, and failing that you could user-test it to prove that the implementation is acceptable. A game is made of many complex adaptive interacting systems, so every change needs subjective validation. On the subject of complex adaptive systems: many games feature them and so exhibit fundamentally unpredictable emergent behaviour. This can be hard to test for. The most testing I've done in a games project is to figure what it is you're trying to build, then unit test the implementation when you've worked out if it's fun. |