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FORZA MOTORSPORT BY TURN 10

Role: Automation/Tools Engineer

Worked in Custom Tools (C# and Powershell) as well as Custom Game Engine (C++)

Forza
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ROLES AND RESPONSIBILITIES

  • Helped uphold our C++ and C# automated testing framework

  • Created tools and scripts to empower developer workflows

  • Maintained and improved existing tools

  • Identified game breaking bugs and worked with cross feature teams to fix them

FAVORITE CONTRIBUTIONS

SERVER SIDE DUMP GATHERING

With a lot of our test runs being done over the night or during the day on the server, when devs were trying to triage the bugs that were filled from failed tests, it was hard to tell what went wrong. This was especially true if the test was flakey and hard to repro. To help devs be able to quickly triage and fix these bugs I worked on a way for our test runs to save off important information when a test failed. The most important information gathered was Crash Dumps as well as a 30 second video showing what went wrong before the test failed.

PARALLEL TEST ROLLOUT

As our testing ramped up we had a problem where we had too many tests which took hours to complete. For our overnight runs this wasn’t an issue, but for verifying checkins throughout the day quick turn around is key for catching build breaking bugs early. To counter this issue I worked with my lead to help roll out a parallel system where instead of running 100 tests on 1 kit we would spread it out on multiple kits to make it go faster.

TEAM EMBEDDING

One of my favorite things I got to do was be embedded into different teams to help their tooling needs. For a quarter I got to help out the Multiplayer team by making their test infrastructure better by focusing on getting faster and more accurate information on a test failure.

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