TY - GEN
T1 - Identifying Video Game Debugging Bottlenecks
T2 - 10th International Workshop on Games and Software Engineering, GAS 2026
AU - Gomez, Carlos Pinto
AU - Petrillo, Fabio
N1 - Publisher Copyright:
© 2026 Copyright held by the owner/author(s).
PY - 2026/7/9
Y1 - 2026/7/9
N2 - Conventional debugging techniques used in traditional software are similarly used when debugging video games. However, the reality of video games require its own set of unique debugging techniques such as On-Screen Console, Debug Draws, Debug Camera, Cheats and In-Game Menus, and Data Scrubbing. In this article, we provide insights from a video game studio on how 20 seasoned industry game developers debug during the production of a game. Our experiments rely on the recordings of debugging sessions for the most critical bugs categorized as Crashes, Object Behaviors, and Object Persistence. In this paper, we focus on identifying the debugging activities that bottleneck bug resolution. We also identify the debugging tools used to perform debugging techniques. Lastly, we present how different disciplines collaborate during debugging and how technical roles are at the core of debugging. Our thematic analysis has identified game developers spend 36.6% of their time inspecting game artifacts and 35.1% of their time reproducing the bug locally.
AB - Conventional debugging techniques used in traditional software are similarly used when debugging video games. However, the reality of video games require its own set of unique debugging techniques such as On-Screen Console, Debug Draws, Debug Camera, Cheats and In-Game Menus, and Data Scrubbing. In this article, we provide insights from a video game studio on how 20 seasoned industry game developers debug during the production of a game. Our experiments rely on the recordings of debugging sessions for the most critical bugs categorized as Crashes, Object Behaviors, and Object Persistence. In this paper, we focus on identifying the debugging activities that bottleneck bug resolution. We also identify the debugging tools used to perform debugging techniques. Lastly, we present how different disciplines collaborate during debugging and how technical roles are at the core of debugging. Our thematic analysis has identified game developers spend 36.6% of their time inspecting game artifacts and 35.1% of their time reproducing the bug locally.
KW - Bugs
KW - Video Game Debugging
KW - Video Game Development
UR - https://www.scopus.com/pages/publications/105045070052
U2 - 10.1145/3786171.3788375
DO - 10.1145/3786171.3788375
M3 - Contribution to conference proceedings
AN - SCOPUS:105045070052
T3 - Proceedings - 2026 IEEE/ACM 10th International Workshop on Games and Software Engineering, GAS 2026
SP - 17
EP - 24
BT - Proceedings - 2026 IEEE/ACM 10th International Workshop on Games and Software Engineering, GAS 2026
PB - Association for Computing Machinery, Inc
Y2 - 12 April 2026 through 18 April 2026
ER -