Video Transcript
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Today with us on this session, we have Shane Evans
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from another partner of arts here at Kobiton.
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Called game driver and Shane is gonna talk all about
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Mobile gaming because we know mobile hard and mobile gaming is even harder.
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And shane and his team know how to help with that so Shane.
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Four yours. Thanks, Adam. And just make sure I got everything set up here.
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And maybe let me know if you can see my screen
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that would be fantastic. Yep. You are good to go.
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Okay. Great. So hi everyone.
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My name is Shane Evans. One of the c founders at Game driver
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And if you joined us recently for Webinar
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that was just game driver in C. This might be a bit of a refresher.
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But we felt it was important enough
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that we wanted to
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come and share this sort of content again to get people talking about
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they’re thinking about
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mobile testing and gaming, which is our forte, Not not specifically
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mobile but gaming in general,
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And this partnership that we have with Ko ton is really kind of a first of its kind
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and we’re really excited about working together with C and
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And therefore, we wanted to to come out and and discuss that of it and again,
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I’m gonna jump right in and talk a bit about mobile testing.
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What in in specifically, mobile testing and gaming why it’s important.
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A bit of bit of the market dynamics and what brought
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us to working together with C ton, some of the the special sauce that’s
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provided by that relationship. And then we’ll
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close it off with a a bit of a demo and see how that goes.
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Right. And, of course, Adam jump in at any time with any questions.
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I do like to keep it interactive. So if I’m not looking at the chat if
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something pops up that seems
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relevant to what we’re talking about.
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Please jump in.
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So just a few few quick facts about the mobile gaming market.
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Many people don’t realize, but but
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Gaming as a whole is the largest entertainment
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segment, in the world. It’s larger than digital music, it’s larger than movies.
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It’s larger than all the professional sports combined. So it’s a incredibly large
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market that’s pandemic proof. It’s recession proof,
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and and really continues to exceed its expectations year over year.
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Was very few exceptions.
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The largest part of that market,
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has become mobile gaming.
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And that might be surprising to some of you gamers who are are watching.
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I’m one of them.
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And gamers historically have treated mobile gamers as not real gamers.
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With the the
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stats and them the revenues clearly show that mobile gaming is, in fact,
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the most gamer sort of segment of the market.
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That it represents fifty percent of of the hundred and ninety billion dollar gaming market overall.
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And it is the fastest growing segment.
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Estimates are anywhere between two hundred and
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four hundred billion dollars for mobile gaining a loan and by
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twenty twenty seven depending on who you you ask,
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and the top three markets in this space are
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China india in the Us.
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But by revenue, it’s actually China, Us and Japan.
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So it’s it’s quite significant.
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And within that,
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there’s millions of apps between the…
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Ios and Android app stores
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there’s literally millions of of apps to choose from. But but over fourteen hundred apps
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in twenty twenty two generated over ten million dollars each.
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Of the remainder two hundred and twenty four surpassed a hundred million dollars in revenue.
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And ten of those went over a billion. So this is this is not just
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fun for fun sake, but it is… In fact,
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big, big business. And so there’s a lot lot on the line. There’s a lot of stake.
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Mobile beginning is also the most inclusive of all entertainment mediums and not just gaming.
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And includes representation from all age groups, genders, backgrounds, you name it.
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According to New zoo, there was two billion players globally in twenty twenty two. And that number is expected to grow two three point five billion
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twenty twenty five. So over fifty percent increase.
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Mobile games are equally almost equally popular among men and women.
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Specifically fifty three percent ish.
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The overall market is men.
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Forty six percent are women, and people of all ages play mobile games.
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Pretty standard bell curve with the the average gamer
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sitting around thirty six years old, but more than half of
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players make a… Or
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players in the space are over the age of thirty five. And finally I wanted to point out how
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Fierce the competition is in this space.
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It’s incredibly fierce. As of twenty twenty three, there’s over seven hundred thousand games low
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in the app stores with
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about five hundred thousand on Google,
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play and two hundred thousand on on the app app. Sorry. I know it said millions earlier in this
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this sort of factors out a lot of their clones and and
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non monetized games, we call hyper casual,
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in some cases, So Quite significant
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market size, the the saturation is significant.
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And some… So it’s it’s quite important.
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That you stand out in this space.
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That you stand us separate from from the rest of the market in terms
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a feature in gameplay but also in terms of quality, which is of course, why we’re here today.
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There’s several options available in any category.
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They have simulated entertainment value players will always choose the game with lease amount of issues, lease, amount of bugs.
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And gamers are very, very picky. And
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for those of us who who play games. If something’s not working, I mean, there’s plenty of options. But
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I wanna spend my time on something, it’s gotta be something of high quality.
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Simple as that
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Some of the challenges of developing modern games.
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In this space. So
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There’s quite a lot,
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but just to touch on a few
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the rising user expectations, the
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as mobile device hardware improves, there’s this expectation
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for games to boast near console or even Pc light graphics. Which
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talking high resolution textures,
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realistic lighting, gameplay,
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the detailed character models are becoming increasingly the norm. And so the
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a couple years ago, if you were to compare mobile games
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bikes, you know, Pla Bird or or Cross road or something like that to console games, there was no comparison
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But these days, the the
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the lines are starting to blur between what
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can do with the phone in our pocket and what we can do is the computer over the console that we put plug into our Tv.
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We’ve got more complex game mechanics.
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Diverse gameplay elements requiring multifaceted user testing such as multiplayer titles.
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Fortnite, Pub g or some of the largest titles in the space.
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And Air and Vr applications like Pokemon go,
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that make use of the devices, Lidar and camera and Ar capabilities.
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Features like leader boards, Friends systems, chat. So so no longer are we
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down to testing a or playing a game by yourself on our mobile device
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it’s become a much more social.
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And connected experience. And lastly, in this space, there is more
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regular updates, than any other
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In fact, console and Pc gaming
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unlike any other medium
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see constant
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sort of updates and content. So things like Fortnite that I mentioned
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we’ll receive a a seasonal updates as well as bug fixes and that sort of thing. Do these games
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tend to last for many, many years.
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And so gamers are are
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expecting of regular content updates. But on mobile, it’s actually much more
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comments of seasonal can mean,
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you know, two to three months in some cases. But on mobile devices, the the games tend to be up
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did much more frequently. Sometimes in months or even weeks, did
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in this sort of constant iteration and improvement
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So testing for for
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bugs and compatibility for every single release, every update
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is super critical in this space.
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We’re also dealing with multiple monetization models. So
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you’ve got everything from direct purchases, which are becoming
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increasingly less popular, over time is as
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you know, the past you could buy a game, and it would be yours
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in perpetuity.
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In fact, some of those games have been pulled from the market.
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Game developers are finding that those are not sustainable models. If you reach a certain
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number of users and and you’re not increasing, then then revenue tends to dry up. So they’ve switched to
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models like of paid advertisements where
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know you place through a level and you get an ad, you
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if you wanna get a power up or a little extra time, you get an ad
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Things like app purchases for
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things like items and and cosmetics are are are very popular. And virtual currencies,
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where if you’re you’re looking to get a a specific thing,
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or capability in that game. You gotta buy some coins and those coins
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translate into
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you know, something that you can exchange for extra power ups or extra lives, etcetera.
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In most cases, these are actually not standalone.
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And so you’ve got multiple sort of mix modes of monetization
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to test when you’re your
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creating these games, And it’s critical that these work. There’s been several examples recently. I don’t wanna
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I mention any names and and shame anyone, but
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we talked to customers who suddenly
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from one release to the next, their
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monetization platform wasn’t working. And they literally lost millions of dollars because of that
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And so a a small piece of functionality,
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in in any other environment. In this case can mean
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sort of the critical loss of revenue.
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And lastly, one that’s near and dear to the the hearts of
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of many here is the mobile device fragmentation. So
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This is a tale is all this time in terms of mobile test.
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I’ve been in in testing and test automation for for well over a decade now approaching two to
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And as long as as I’ve been in this space and mobile been a thing,
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the challenge has been to
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test on all of the major devices, of course, but also the
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the the devices in different regions, the the different form factors,
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the different capabilities,
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it’s not like in in some other their spaces where
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you know, you’ve got one target console to work with or
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Pcs or sort of this general thing that you you need to to work from.
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Mobile devices are are unique, but they also tend to last many, many years. So
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you’ve got devices that are several years old still in the market and you’ve got the latest
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greatest that you need to keep up with. So so this
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sort of matrix of of testing
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just increases exponentially when you consider the the variety of mobile devices.
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Better are out there and need to be tested.
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Specifically in gaming where things like performance, the device
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capabilities that we talked about earlier.
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All of these things change very quickly in in mobile.
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So worked
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on your phone on
0:11:35.932,0:11:37.402
two or three years ago, you know
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might not work with the latest updates or
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if you’ve got a brand new game,
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and you’ve got an older phone,
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you might be at lot. You
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So mobile gaming is very difficult.
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As a market. It’s difficult as a for for developers and it’s difficult for for
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testers, it’s really in this case where we’re in need of a new approach for testing.
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We’ve got mobile games that are are unique. We’ve got we’ve
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different form factors, different capabilities in each of the devices.
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But the games themselves are much more difficult to test. So if you’re you’re comparing to, like, business app
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locations, some of the the other speakers have mentioned.
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You know, there’s much less sensitivity to the performance of the device.
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The refresh rates or the the frames per second
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thank your
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being able to view or interact with the device itself.
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These can all affect gameplay significantly.
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It’s often an always on experience.
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With the monetization models that I mentioned, these these games are ad supported.
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They’ve got online stores that are exchanging
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money, they’re multi multiplayer, and they’re using
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real world or Mean take augmented reality capabilities,
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which is a unique capability to to mobile and mobile gaming specifically.
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Mobile games are very responsive. It’s very dynamic. It’s not like a form based
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application where you’ve got
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It becomes very difficult
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even in manual testing, how do you how do you achieve that sort of response of this?
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And repeat ability is is key there. So being able to do it once it’s great
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you need to be able to do this for every device, every form factor, each and every release.
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Etcetera.
0:13:31.564,0:13:36.104
Hey, Shane. About to jump in here real quick. Go ahead, question. Because I know
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you’re talking about, like, device fragmentation and the performance of those
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devices in the world? Like, how do you guys
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approach, like the multiplayer gaming in that instance. Like, if you’re on
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and iphone fifteen, I’m on a Pixel three, like, how do you ensure those experiences are similar.
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Yeah. So game driver which I’ll I’ll jump into
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briefly here. I’ll just throw up the slide where we’re talking.
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One of our our sort of core capabilities is being able to interact with
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the game as if you are a real user.
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And so that means providing inputs like… A real user would if it’s touched
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tap, you know, your your you
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moving the device around or you’ve got some sort of peripheral plug in,
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some games do support.
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Our goal is to to test as if the user was testing, but in a more automated
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consistent matter. And and that includes mobile or sorry, multiplayer testing,
0:14:26.574,0:14:29.284
So in a scenario where and we have
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many customers doing this.
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Where we’re interacting with different devices and different platforms,
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We can run the same test across those different platforms.
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Without modification, it’s really just we’re connecting to an Android device. We’re connecting to an ios device.
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For connecting to a Pc or console for
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and running the same test. In parallel,
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that we’re able to interact between these. And the automated approach allows you to
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to even coordinate between the different…
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You know, users that are are
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being executed during those tests.
0:14:59.484,0:15:03.374
Great question. Thank you.
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So really, our
0:15:05.244,0:15:08.344
goal since twenty eighteen has been to introduce this sort of
0:15:08.954,0:15:12.714
scalable, reusable approach to automated testing
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and it’s the first of its kind.
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And that we’re able to support multiple game engines.
0:15:17.374,0:15:19.584
Similar to s millennium
0:15:19.584,0:15:22.274
for those of you familiar with s and Api,
0:15:22.274,0:15:26.154
in the sort of standardized approach to testing
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browsers and and mobile devices. We took the same approach
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with game engines. So
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developers familiar with Unity can
0:15:34.964,0:15:36.114
you know, quickly, you
0:15:36.114,0:15:40.244
change gears from from Unity to and unreal and and develop and and work with
0:15:40.244,0:15:42.574
game driver tests in much the same way.
0:15:42.574,0:15:46.604
And we recently added these
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these other engines you’d are gonna be being our first, but
0:15:50.154,0:15:56.424
unreal and Gi, we’re added earlier in twenty twenty two. We just had a a major release like yesterday.
0:15:56.424,0:16:00.144
And so we’re very proud to support all of the the latest versions of
0:16:00.144,0:16:02.654
unreal unity is part of that.
0:16:03.114,0:16:04.954
And for those of you unfamiliar,
0:16:04.954,0:16:09.384
unity and a real combined make up about eighty percent of the the gaming market.
0:16:09.384,0:16:13.454
There’s a lot of engines out there there’s a lot of sort of bespoke or niche
0:16:13.454,0:16:17.654
engines, one, which we support called God which is an open source.
0:16:17.654,0:16:23.854
Community loved, engine, and game engines are where we create these experiences. So unlike,
0:16:23.854,0:16:26.874
you know web websites which can be crafted in
0:16:26.874,0:16:28.974
multiple different languages and and
0:16:28.974,0:16:32.774
and frameworks, game engine is how the games are made.
0:16:32.774,0:16:37.384
So we’ve based our solution on sort of open standards, which allows us
0:16:37.384,0:16:38.804
to to test
0:16:38.804,0:16:42.424
very rapidly and in those types of environments that our customers are
0:16:42.424,0:16:45.444
expecting, using tools like jenkins and github and
0:16:45.444,0:16:48.254
and end unit for execution and that sort of thing.
0:16:48.254,0:16:51.904
Means that we’re easily portable to all the different platforms as well.
0:16:51.904,0:16:55.404
You can see some listed here. Nintendo Switch, xbox, etcetera,
0:16:55.404,0:16:57.064
But today, we’re focusing on mobile.
0:16:59.514,0:17:02.234
Very quickly, how Game beverage works.
0:17:03.314,0:17:06.334
We drop a small tool at
0:17:06.334,0:17:10.314
an agent in the the game itself, one of our our sort of core
0:17:10.314,0:17:14.144
design philosophies was was making no changes to the game itself.
0:17:14.144,0:17:18.744
Order to facilitate automated testing. So you drop a small agent into the game,
0:17:18.744,0:17:21.014
then you build it for whatever platform that you’re
0:17:21.014,0:17:23.914
you’re looking just for. Some of those are are shown on the right. You’re
0:17:23.914,0:17:28.884
And this allows us to control the game, but also to inter
0:17:28.884,0:17:32.824
and manipulate objects at run runtime. We’re able to control things.
0:17:32.824,0:17:36.224
Within the games that we can set up these sort of complex scenarios.
0:17:36.224,0:17:40.564
And execute tests as as a user would, but also in a way that’s more efficient.
0:17:40.564,0:17:41.384
So we’re not just so
0:17:41.384,0:17:43.184
know, recording and replaying
0:17:43.184,0:17:46.934
every touch and tap on a device, which we can also do
0:17:46.934,0:17:49.084
we’re able to set up a scene
0:17:49.084,0:17:53.004
you know, run a test, move to the next scene, run another test. So very
0:17:53.004,0:17:57.314
consistent approach to to doing that. And as you can see with some of the the code that’s
0:17:57.314,0:18:00.334
shown on the bottom left there, It’s quite simple.
0:18:00.334,0:18:05.174
We’re not talking about application development. We’re talking about, you know, steps. And so
0:18:05.174,0:18:09.244
in this example, we’ve got, like, wait for an object and then the the object’s name.
0:18:09.244,0:18:10.854
And then click on that object.
0:18:10.854,0:18:14.414
And then wait a second or so And then perform a check. Are these things
0:18:14.414,0:18:17.934
equal as expected, take a screenshot, and move on to the next step.
0:18:17.934,0:18:20.214
Now
0:18:20.214,0:18:22.974
one of the things that we were challenged with
0:18:22.974,0:18:27.634
when we were looking at partnerships in this space, specifically mobile,
0:18:27.634,0:18:31.104
was who to work with. There’s a lot of companies out with there
0:18:31.104,0:18:34.254
who have different sort of capabilities and and
0:18:34.944,0:18:38.144
it was important for us to to partner with somebody that
0:18:38.144,0:18:42.694
could easily work in the environment that
0:18:42.694,0:18:45.914
that we’re forced to working, which is the the game engine. So
0:18:45.914,0:18:49.444
there was a number of factors involved there. So things like the scalability
0:18:49.444,0:18:52.404
which is kate the performance,
0:18:52.404,0:18:55.904
of the devices, as I mentioned, being able to to operate
0:18:55.904,0:19:00.414
on those devices in a very responsive manner and being able to see
0:19:00.414,0:19:04.954
those those games being played in a very responsive matter was was key for us. So
0:19:04.954,0:19:09.024
we looked at the entire market and we spent about a year and a half.
0:19:09.024,0:19:12.944
Evaluating the different potential partnerships, and we
0:19:12.944,0:19:16.564
came to the conclusion that Kobe tong was best suited to support those needs.
0:19:16.564,0:19:21.534
One of the other things that I I didn’t mention about gaming in general, but but specifically,
0:19:21.694,0:19:24.694
in in mobile gaming is how secretive this market is.
0:19:24.694,0:19:26.094
A joke with
0:19:26.094,0:19:31.554
some of our customers that it’s easier for us to get into a department of defense
0:19:31.554,0:19:36.014
contractor relationship, than it is to get into a gaming studio in some cases.
0:19:36.014,0:19:39.834
They’re very secretive. They don’t wanna leak anything out into the wild to say,
0:19:39.834,0:19:42.914
you know, this is what we’re working on because it… There’s a chance that that
0:19:42.914,0:19:45.604
intellectual property might be stolen and then they’re they’re
0:19:45.604,0:19:49.684
their edge their their cheater can be lost. And this has quite a bit.
0:19:50.104,0:19:50.924
And so and
0:19:50.924,0:19:53.414
It was also very important for us that
0:19:53.414,0:19:56.404
whoever we partner with is able to work in that environment.
0:19:56.404,0:19:59.494
Not only with the cloud scalability, but to be able to work
0:19:59.494,0:20:02.644
sort of on prem with customers in their environment.
0:20:02.644,0:20:05.604
If that totally makes sense.
0:20:05.604,0:20:08.684
You know, I’ll come back to that in a second, but I wanted to
0:20:08.684,0:20:11.964
to very quickly demonstrate how we doing for time by the way?
0:20:11.964,0:20:16.014
We have about just under ten minutes left. Let’s
0:20:16.014,0:20:19.854
Great. So I’m going to
0:20:21.904,0:20:23.584
bring up a game very quickly,
0:20:25.194,0:20:28.414
Let me know if you can see my screen
0:20:29.804,0:20:37.284
Yes. Mobile tennis twenty one. Yeah. Yeah. So this is this is a game like any other
0:20:37.284,0:20:41.444
I just wanted to quickly demonstrate how this sort of testing works
0:20:41.444,0:20:46.264
And then know the sharing doesn’t show all of the the windows that pop up here. So I’ll just
0:20:46.264,0:20:50.124
being very cognizant of of the capabilities here. But
0:20:50.124,0:20:54.524
you know, you can imagine this is a unity game, but I’m working in a on a mobile
0:20:54.524,0:20:59.004
sort of platform environment where I’m I’m interacting very quickly
0:20:59.004,0:21:00.174
with the scene?
0:21:00.174,0:21:04.334
This is a tennis game. Right? So you gotta be able to swipe up and and respond to
0:21:04.334,0:21:07.714
to the actions or inputs very quickly.
0:21:07.714,0:21:11.834
And so as I mentioned earlier, this was key for us. This is kind of our baseline for
0:21:11.834,0:21:15.274
And here I’m trying to play a game while I’m talking. For for
0:21:15.274,0:21:18.384
partnering with a mobile device,
0:21:18.384,0:21:21.544
cloud vendor, such as C. So
0:21:21.544,0:21:26.364
this is sort of the the key initial capability that we’re after
0:21:26.564,0:21:30.184
I won’t get into too much detail her because it gets a little bit tech…
0:21:30.184,0:21:33.874
But the game driver in this environment in in Unity.
0:21:33.874,0:21:37.384
Provide tools like being able to record your inputs,
0:21:37.384,0:21:39.454
and generate our test steps from that
0:21:39.454,0:21:44.304
We’ve got, you know, unique tools like the the object Explorer, which allows us to
0:21:44.304,0:21:47.834
traverse scenes and find objects and and export those
0:21:47.834,0:21:50.244
know, very quickly so that as a tester
0:21:50.244,0:21:53.024
I’m able to to find the things that I’m looking for.
0:21:53.564,0:21:57.934
I can run my my tests or I can create, modify my tests very easily.
0:21:57.934,0:22:00.984
And so we’ve we’ve designed game driver with with some
0:22:00.984,0:22:04.624
some key kinda of capabilities in mind that allows allow us to
0:22:05.334,0:22:09.844
sort of empower testers and developers to to
0:22:09.844,0:22:12.494
develop and maintain those tests very easily,
0:22:12.494,0:22:17.324
I know this is maybe a different environment for some. So I won’t spend a whole lot of time here, but
0:22:19.014,0:22:22.654
jumping over to Kobe tong for a second.
0:22:22.654,0:22:25.414
Talk a bit about the architecture there.
0:22:26.304,0:22:28.194
We’ve got
0:22:28.194,0:22:30.544
Back to the slides,
0:22:32.804,0:22:36.034
There we go. And so C gave us
0:22:36.034,0:22:38.954
a couple of unique capabilities that
0:22:39.994,0:22:42.134
I mentioned a bit earlier, you
0:22:42.134,0:22:46.764
For us, it was about being able to scale number one. And so
0:22:46.764,0:22:51.674
you know, having that scalability was was key.
0:22:51.674,0:22:56.104
But also the performance that I mentioned. So Cope is the only platform that
0:22:56.104,0:22:59.634
that we’re aware of that that is able to provide the thirty french
0:22:59.634,0:23:03.794
second and millisecond latency, the ability to to interact with a game sets
0:23:03.794,0:23:05.514
just that tennis game in a very
0:23:05.514,0:23:07.704
sort of dynamic manner without
0:23:07.704,0:23:11.334
loss of fidelity or or the latency that’s gonna cause it to be
0:23:11.334,0:23:14.844
they’re impossible to to test in that environment.
0:23:14.844,0:23:17.104
And so that was key.
0:23:17.104,0:23:22.074
The the flexibility of environments that I mentioned, so being able to test not only
0:23:22.074,0:23:25.184
in the cloud using commodity devices, but being able to
0:23:25.184,0:23:27.314
to stand up an environment on prem,
0:23:27.314,0:23:28.954
for many of our customers,
0:23:28.954,0:23:32.874
testing in the cloud, just what isn’t an option. And so for them, it’s it’s yes. We want this
0:23:32.874,0:23:37.044
these capabilities, we wanna be able to manage testing, but we wanna be able to do it in our own environment
0:23:38.494,0:23:42.454
ten C stood out in that. So we’re again, very, very
0:23:42.454,0:23:46.464
pleased with the the partnership that we’ve been able to form as a result of that.
0:23:48.544,0:23:56.594
Some of the other capabilities that I I know, maybe touched on a lot of these here, Would like the consistency provided by
0:23:56.594,0:24:00.774
game driver test automation, being able to do multi platform test
0:24:00.774,0:24:04.574
across different devices, form factors, versions, etcetera, ease of use,
0:24:04.574,0:24:08.974
without getting it into us detail, we we believe game drivers is the easiest solution.
0:24:08.974,0:24:10.494
On the market and we’ve
0:24:10.494,0:24:13.664
heard time and again from our customers. That’s that’s true.
0:24:13.664,0:24:18.104
And then things that C provides like the security
0:24:18.104,0:24:22.834
the speed and performance and the scalability, which we couldn’t do on our own. This really is an ideal
0:24:22.834,0:24:25.454
relationship for us and our customers as well.
0:24:30.304,0:24:32.534
But I think
0:24:32.534,0:24:36.364
The last thing I wanted to share before we we open it up for questions was
0:24:36.364,0:24:39.774
just how easy it is to get it to work together, but also I’ll
0:24:39.774,0:24:44.964
stop sharing briefly. This is actually something we we
0:24:44.964,0:24:46.904
did not get to show and our… Did
0:24:49.044,0:24:53.434
our joint webinar recently, so I was very excited to have a chance to be able to show it again
0:24:53.434,0:24:58.304
No. This is the Covid platform. I’m not sure how how often this has been shared today.
0:24:59.034,0:25:03.944
But this is a game driver test that was was run recently in this environment
0:25:03.944,0:25:07.484
And I hit play here, you’ll see the same game that I was playing
0:25:07.484,0:25:09.684
on my local machine,
0:25:09.684,0:25:13.184
playing in in this environment, and you can see
0:25:13.184,0:25:16.204
even through the the sharing the the high fidelity, the
0:25:16.204,0:25:18.374
miss of the the replay of
0:25:18.374,0:25:21.314
you know, the thirty frames per second, the the ability to
0:25:21.314,0:25:22.924
to respond very quickly
0:25:22.924,0:25:27.824
And this was a a collaboration effort on on ours and and C times part.
0:25:27.824,0:25:30.684
We were able to define, like,
0:25:30.684,0:25:32.214
yeah Here here’s what’s missing. Yeah
0:25:32.214,0:25:33.754
in order to to run
0:25:33.754,0:25:35.314
tests in this environment,
0:25:35.314,0:25:39.694
need you to be able to to put the test as close to the physical device as possible.
0:25:39.694,0:25:43.034
The C tan team was able to to do that for us very quickly.
0:25:43.034,0:25:47.744
You can see the results here. We’re we’re able to respond within, you know, sub second response
0:25:47.744,0:25:52.914
to you know, returning that ball back and forth for this test, which is just
0:26:08.959,0:26:12.729
To this such as the session explorer that is available for for other
0:26:12.729,0:26:15.059
types of applications as well. But… That’s
0:26:15.059,0:26:19.479
near future stuff. And then, of course, we’ve got the Jira integration, which
0:26:19.479,0:26:22.619
fantastic a lot of our customers. You know, they say this is great.
0:26:22.619,0:26:25.519
First question is, how do I scale after we
0:26:25.519,0:26:28.089
build in some some test automation capabilities.
0:26:28.089,0:26:29.819
Second question is okay, How do I get this
0:26:29.819,0:26:34.009
back to our developers. What information can I give them in order to solve problems
0:26:34.009,0:26:42.899
after we’ve run these automated tests? And so this this really provides a sort of complete solution from from building the test automation, to executing
0:26:42.899,0:26:45.079
whether it’s in the public or private cloud,
0:26:45.079,0:26:49.699
and then getting that information back to developers so that they can quickly iterate
0:26:49.699,0:26:51.539
and fix any issues that arise.
0:26:52.169,0:26:55.169
And with that, I’ll stop for any questions, Adam?
0:26:55.169,0:26:59.419
Yeah. We had a private question that I threw up in the Q and A paints. I hope
0:26:59.419,0:27:01.959
this is what they they meant. But
0:27:01.959,0:27:06.929
you kinda mentioned the growing demographics of the ga space and I think the opening keynote we
0:27:06.929,0:27:10.879
saw today, even touching on accessibility a little bit. Like, how do you guys approach
0:27:10.879,0:27:15.469
or use inc exclusivity in your approach to mobile gaming testing.
0:27:15.469,0:27:19.509
Yeah. And and ours is is sort of a generic solution, but we’ve talked
0:27:19.509,0:27:23.999
a lot of companies that have applied that in a way that I think Solves
0:27:23.999,0:27:26.719
some of these problems.
0:27:26.719,0:27:28.739
One of the challenges with
0:27:28.739,0:27:33.709
accessibility is is the automation piece. And how do you
0:27:33.909,0:27:37.229
make sure that that the different standards are being met.
0:27:37.229,0:27:39.579
Automation allows for that very easily.
0:27:39.579,0:27:42.809
Rather than than having people go through and and check
0:27:42.809,0:27:49.549
Are we meeting all of the standards that were mentioned the W3C standards and and and others. There’s another government
0:27:49.549,0:27:50.039
wanna it
0:27:50.039,0:27:53.549
can’t remember the name of offhand. It it’s like, a number
0:27:53.549,0:27:57.979
sequence. But you can very easily code those things
0:27:57.979,0:28:02.079
into your automated test, so that each and every release, you’re you’re checking those things.
0:28:02.079,0:28:06.089
Also helps with localization,
0:28:06.089,0:28:11.059
if you think about a a game where you have a lot of different
0:28:11.289,0:28:16.199
translation or different dialogues that need to be translated from from one language to another.
0:28:16.199,0:28:17.609
It would take
0:28:18.219,0:28:21.989
just a linear amount of time for individuals to go through all of that.
0:28:21.989,0:28:25.489
But you can put automation behind it very quickly and say here’s here’s
0:28:25.489,0:28:29.619
the base language, here’s the expected result for each of the translated languages.
0:28:29.619,0:28:33.029
Now go through and play through those menus, those options,
0:28:33.029,0:28:34.799
and check that each
0:28:34.799,0:28:39.769
fits what it needs to and that it doesn’t bleed outside of the boxes that it looks correct. That sort of thing.
0:28:39.769,0:28:41.509
This is very easily automated.
0:28:41.509,0:28:43.339
And one of those things that
0:28:43.339,0:28:45.139
You, we tell our customers all the time.
0:28:45.139,0:28:49.599
Our goal is not to eliminate manual testing. For gaming in particular, you need manual tests
0:28:49.599,0:28:51.369
you need people to play it and say,
0:28:51.369,0:28:54.809
is this fun Is this the experience that we were looking to achieve.
0:28:54.809,0:28:59.379
But we believe that automation really helps to unlock that.
0:28:59.379,0:29:03.119
It helps to free up your resources from doing the very mundane, repetitive,
0:29:03.119,0:29:05.259
things that aren’t adding a lot of value,
0:29:05.259,0:29:08.819
so that they can test those things that are more valuable. And so so
0:29:08.819,0:29:13.789
localization, testing for accessibility. Those are those are some of the low hanging fruit that we recommend
0:29:13.789,0:29:16.599
Excellent. No. That’s awesome to hear. And I know we’re
0:29:16.599,0:29:21.539
coming up on time. It looks like we got about fifty seconds left, but one more quick question for you,
0:29:21.659,0:29:25.459
Is there any good documentation, courses or videos
0:29:25.459,0:29:30.429
on how to get started with you guys that you would recommend. I know you have the booth here with us today as well, but
0:29:30.429,0:29:32.179
Yeah. Feel free to plug away.
0:29:32.179,0:29:36.669
Yeah. Actually, we did a a course recently on test skill dot com.
0:29:36.669,0:29:39.689
Which is pretty popular platform in the community.
0:29:39.689,0:29:43.189
And so there’s a free course there. It’s me talking in this hour or this
0:29:43.189,0:29:47.469
room for about two and a half hours. But it is free. Right it kind of breaks down the
0:29:47.469,0:29:50.809
different aspects of testing with game driver and it’s
0:29:50.809,0:29:53.629
it’s something that you can just revisit
0:29:53.629,0:29:55.389
know, as needed
0:29:55.389,0:29:58.709
until you you understand what needs to be done there. So it’s
0:29:58.709,0:30:02.559
Again, test test skill dot com under the courses tab and you can find it there.
0:30:02.559,0:30:06.659
Excellent. Yeah. We’ll make sure to link that in your booth as well.
0:30:06.659,0:30:09.289
So thank you, Shane very much. Much appreciate it.
0:30:09.799,0:30:16.810
Excellent. Have a good one. Have a good one.