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Andrew Fray

Game Dev, Test Automation, AI

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Latest posts

There’s no fire without Smoke Tests

Tickets to my next automation workshop are on sale! It s a familiar tale: you ve set up an expensive and time-consuming playtest, and just wanted to squeeze in one more feature. You cook the build, give it a quick sanity check, and send it off. The playtest starts well, but as players start to hit level [ ]

This Graph Doesn’t Exist: The Ghost of The Delayed Issue Effect

So this graph is pretty famous, especially in quality circles. It s meant to convey that fixing things earlier is better by orders of magnitude. It s a pretty stark visual of something we feel is intrinsically true. Only problem is, it s bullshit. This specific visual is from The Journal Of Information Systems Technology And Planning [ ]

Exploding barrels, and why your first test should be an Asset Test

Learn about asset tests: an accessible approach to writing tests for game projects, and a great starting point for people new to testing

The Topography of Unreal Test Automation in 2025

I ve been exploring automated testing more in Unreal recently, and one thing that won t surprise Unreal users is there s a million different ways to do it, each with their pros and cons, and half of them are undocumented. I thought I could do a useful overview of the different automated testing tools at your disposal [ ]

Setting up a Windows cloud machine to run unity with graphics, so Jenkins can run automated tests

The latest in a series of posts on getting Unity Test Framework tests running in jenkins in the cloud, because this seems entirely undocumented. To recap, we had got as far as running our playmode tests on the cloud machine, but we had to use the -batchmode -nographics command line parameters. If we don t, we [ ]

Building Unity using Jenkins Pipelines

This is the third of a series of posts on Jenkins and Unity. In this post I ll outline how I set up Jenkins to make reliable repeatable Unity builds, using a pipelines script (also called a jenkinsfile) that s stored inside source control. I ll outline the plugins I used and the reasons behind some of my [ ]

Running unity tests on a build server

(Read part 1, about creating parametric level smoke tests, here) Now we have some useful tests, we want our Jenkins install to run them frequently. That way, we really quick feedback on failures. Here’s how we do this at Roll7. Running tests from the command line Let’s assume you already have a server to build [ ]

Smoke-testing scenes, using Jenkins and Unity Test Framework

You may be familiar with Unity s Test Runner window, where you can execute tests and see results. This is the user-facing part of the Unity Test Framework, which is a very extensible system for running tests of any kind. At Roll7 I recently set up the test runner to automatically run simple smoketests on every [ ]

Adding a custom movement mode to Unreal’s CharacterMovementComponent via blueprints

This isn t a full tutorial, and I m not an expert, but I noticed this knowledge wasn t really collected together anywhere, so I m putting something together here. Please shout if there s any holes or mistakes. The CharacterMovementComponent that comes with the third-person starter kit has several movement modes you can switch between using the Set Movement Mode [ ]

Game AI Pro chapter on Context Steering

I think every few years I ll be destined to make a blog post that starts oh I have a blog don t I. You can now get the chapter I wrote about context steering in Game AI Pro Volume 2 for free on their website: Click to access GameAIPro2_Chapter18_Context_Steering_Behavior-Driven_Steering_at_the_Macro_Scale.pdf