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Quick Wins in Mobile Game Automation

25-minute Talk

You don't need perfect tests to get real value from automation — partial oracles and small, targeted checks can cover far more ground than most teams expect.

Virtual Pass session

Timetable

1:30 p.m. – 2:15 p.m. Wednesday 18th

Room

Room D7 - Track 9: Talks

Test Automation

Audience

Testers, QA Leads, QA Engineers, Test Automation Engineers, Game Developers

Key-Learnings

  • Partial oracles (verifying something rather than everything) are the key to making end-to-end game automation practical and sustainable.
  • Level loading checks, shop/IAP scans, and FTUE automation are high-value, low-effort starting points that work across almost any mobile game.
  • The same automation scripts built for testing can be repurposed as a live ops monitoring layer.

Practical automation for mobile game teams — things you can start today

Mobile game automation has a reputation for being difficult, and it is. Games are nondeterministic, levels are random, and the sheer complexity of what a human tester evaluates in a single glance feels impossible to capture in a script. Most teams never start because they're waiting for the perfect framework or the perfect oracle.

This talk argues that you don't need either. Drawing on over ten years of hands-on mobile game QA, I walk through seven practical "quick wins" that have consistently worked for me across projects: level loading checks, debug cheats for test setup, shop and IAP sanity scans, FTUE automation, account progress verification, AI-assisted test maintenance, and using automation as a live ops monitoring layer.

The thread connecting all seven is the concept of partial oracles: targeted checks that verify something meaningful without trying to verify everything. A score of zero after a level loads doesn't tell you the level is fun — but it tells you no structures collapsed and no matches fired prematurely. That's already more than you knew before.

Each example is tool-agnostic, grounded in real projects, and designed to deliver value from day one. The talk is aimed at anyone working on a mobile game who wants to move from zero automation to something genuinely useful — without spending months on framework design first.

 

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