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by bentt 747 days ago
I don't see why design needs to have so much impact on whether there are Unit Tests. Most unit tests should be much lower level than anything which would be balanced or user tested out of relevance. You want stuff like "can the player character jump and clear these sets of obstacles which we are building all of our levels with?", and then a nice script that takes prerecorded input and sees if the outcome is determinant. So, this way, if someone inadvertantly changes gravity, or friction, or whatever in the basic systems that determine locomotion, you'll catch it early.

Now, do most game makers take the time to do this? No, because they will likely have a lot else to do and make an excuse not to do it. However, for the most vital tech foundations, it is a good idea.

What gamedev does tend to do more often is smoke testing. Just load up each level and see if it runs out of memory or not. Automated testing on build to see if something broke. It's less granular than unit testing, but when you're building over and over in the heat of a closeout on a project, this type of thing can tease out a breaking bug early as well.

Overall, I like the title of the OP article, but not much that's said within.