How the capability comes online.
QaaS is a subscription service, not a professional services engagement. Here's how the execution layer is established – and how it operates from there.
The execution layer connects to your game.
A lightweight plugin is installed by your dev team in either a project that runs in the game editor or a compiled build that has the agent embedded – a one-time integration that takes roughly 30 minutes. The plugin ships as a Unity Package, Unreal Plugin, or Godot integration; it sits inside your existing project structure without modifying your build pipeline. From there, GameDriver runs inside the game runtime and connects over a local socket – no cloud relay, no persistent remote access, no source repository access required. The plugin sees what the engine sees, which is what makes execution at game-speed possible.
Signal scope is established.
Coverage is built around what matters for your release – not toward completeness for its own sake. This phase establishes the initial execution scope, defines what constitutes a passing state for the covered paths, and produces the first meaningful signal. Scope is agreed on with your team before anything runs.
Signal is established before it gates anything.
The execution layer runs on every build in advisory mode – findings are reported without blocking anything. This phase validates signal quality: distinguishing real regressions from environmental noise, calibrating execution thresholds, and building your team's confidence in what the coverage is telling you. No build is blocked until that confidence is earned.
Signal earns the right to gate builds.
As confidence in the execution layer grows, coverage groups earn the right to block failing builds. This happens with your team's agreement and incrementally – not as a switch flipped on day one. The advisory-first approach is what prevents the suite rejection that ends most automation programs before they deliver value.
Coverage matures. Signal gets stronger. We handle the rest.
AI-assisted triage handles failures continuously. The system distinguishes regressions from stale execution paths, surfaces structured findings to your team, and keeps coverage current as the game changes. Over the life of the title, the signal layer doesn't depreciate – it accrues value: more execution history to compare against, more mature coverage, fewer false starts. The operational cost of running a full execution layer against every build approaches zero, and the quality of the signal it produces keeps improving.
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