For many game QA specialists, autotests are considered a forbidden word. It was pronounced only in a whisper in the sidelines of closed circles of serious specialists.
That's why not many specialists try to implement autotests in their workflow. There are several reasons for that: lack of info, poor knowledge of programming languages or projects with legacy.
In this talk, we will discuss the ways of implementing autotests into the game project on the example of the AirTest IDE. Also, we will go through some issues you can face during this process. We will consider some tools that can help you start autotests on your project. In the end, we talk about the effectiveness of undertaken work.