There is so much that is subjective about gamedev that automated tests don't really work the same way.
How do you define a test for something as subjective as the "look and feel" of an interactive experience?
How do you automate this process?
1 Move the bounding box on the tree a few pixels.
2 Load the game
3 Move towards the tree until collision.
4 GOTO 1 UNLESS it "feels right"
Maybe regression testing, once you get things working, to prevent new bugs from popping up, or unit tests for game logic, but I don't know of many gamedevs doing full TDD.
How do you define a test for something as subjective as the "look and feel" of an interactive experience?
How do you automate this process?
1 Move the bounding box on the tree a few pixels.
2 Load the game
3 Move towards the tree until collision.
4 GOTO 1 UNLESS it "feels right"
Maybe regression testing, once you get things working, to prevent new bugs from popping up, or unit tests for game logic, but I don't know of many gamedevs doing full TDD.