Test Driven Development: A Mindset to Develop Games from the Start, Middle, or End.
summary
Argues that Test Driven Development belongs to the whole project as a mindset not a checkbox, showing concrete tools: Behavior Driven phrasing (Given When Then), plain spreadsheets (Excel test sheets) and formal specification language used to model a trading sequence that once made Link's Awakening unwinnable and sat undiscovered for about 10 hours. Demonstrates iterative red‑green‑refactor applied to an enemy detection gauge, describes writing readable manual tests first, then implementing until each agreed test passes.
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chapters (13)
- 0:00Introduction
- 3:05What this talk is really about
- 4:28Quick overview of test driven development
- 6:12Benefits of test driven development
- 11:02TDD misconceptions
- 14:10Reactive TDD in games
- 18:02Introducing behavior driven development
- 21:10Unrunnable tests
- 23:57BDD for game code
- 29:31User stories vs BDD
- 33:45Testing enemy perception
- 38:16Design QA programming
- 40:31Q&A








