GameDriver
About

Quality infrastructure for games that ship.

And stay live.

GameDriver was the first Unity Verified Solution for Automated Testing – the result of years of work making execution against compiled game binaries reliable enough for studios to act on. Today it operates as Quality-as-a-Service for studios and enterprise programs across consoles, mobile, XR, and simulation.

3
Native engines
Unity · Unreal · Godot
2
Authorized middleware partners
PlayStation · Nintendo
1st
Unity Verified Solution
Automated Testing
5+
Verticals deployed
Games · XR · Defense · Healthcare · Industrial

Native support for the major commercial and open engines.

Unity
Unreal Engine
Godot

Engine-agnostic by design.

Talk to us about your engine
What we believe

How we work.

01

Start with the work, not the tool.

Shipping a game is hard. Keeping a live game healthy is harder. The framing that testing should be easy – that QA exists to be flattened into a checklist – runs counter to how games actually behave at runtime. Games have variability, state, and player expectations that don't reduce neatly to green and red. The execution layer should respect that.

02

Operate the execution layer, don't hand it over.

GameDriver is delivered as Quality-as-a-Service – managed validation that runs alongside your team, not in place of it. Internal QA stays focused on exploration, judgment, and the calls that decide what ships. The repetitive, build-over-build validation work – the part that scales badly under manual effort – is handled as a subscription.

03

The execution problem is solvable.

The status quo for many studios is external QA billed by the seat. It scales linearly with coverage, varies in quality across runs, and rarely keeps pace with modern release cadence. QaaS exists because the underlying execution problem is solvable when it's owned end-to-end by the people delivering the signal.

04

Depth over breadth.

GameDriver operates natively on Unity, Unreal Engine, and Godot, with engine-agnostic architecture that adapts to additional environments on request. Engine breadth is not the priority – depth of execution capability is. When release decisions depend on what the signal is telling you, that depth is what matters.

Recognition

First Unity Verified Solution for Automated Testing

GameDriver was the first solution verified by Unity for automated testing of Unity games – a credential reserved for tools whose execution behavior has been validated against the platform itself.

Gartner Cool Vendor, 2024

Recognized by Gartner as a Cool Vendor in 2024 for the Quality-as-a-Service approach to game and simulation validation – independent confirmation that the managed execution model addresses a real and underserved problem.

Sony PlayStation Middleware Partner

Authorized middleware partner with Sony Interactive Entertainment – the authorization that lets GameDriver execute against PlayStation dev hardware itself, not against a desktop proxy.

Nintendo Middleware Partner

Authorized middleware partner with Nintendo – the authorization that lets GameDriver execute against Nintendo Switch and Switch 2 dev kits themselves, not against a desktop proxy.

Deployed in aerospace, defense, and entertainment programs

GameDriver and XR Driver are operating in programs where execution reliability is non-negotiable – including classified aerospace and defense work, large-scale entertainment titles, and global enterprise simulation.

Tell us how your team ships.

Every studio operates differently. Tell us how yours works today, and we'll describe what QaaS would change – and what it wouldn't.

Get in touch